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Days: 87.9
Mean Score: 5.73
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Love Live! Superstar!!
Love Live! Superstar!!
Apr 30, 4:35 PM
Watching 7/12 · Scored -
Shion no Ou
Shion no Ou
Jul 17, 2021 7:06 AM
Watching 4/22 · Scored -
Keroro
Keroro
May 22, 2021 10:45 AM
Completed 23/23 · Scored 7
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Days: 4.6
Mean Score: 6.55
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●Rec
●Rec
Jan 27, 2021 4:11 AM
Completed 1/? · Scored 4
Guren 5
Guren 5
Jan 26, 2021 2:42 AM
Completed 14/14 · Scored 5
Haruka na Machi e
Haruka na Machi e
Jan 21, 2021 3:50 PM
Completed 16/16 · Scored 9

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Plasmatize May 15, 12:17 PM
Rooting for your ass to ground pound life’s hands of doom.

My condiments to you for the ketchup addition; I relished it. (Ok, I’ll stop now.)

If it helps keep your Super Metroid expectations realistic, I’ll say that speedruns completely hide how tanky some of the controls can be on a first-time playthrough. They’re not bad controls - they behave consistently and serve their purpose - but they don’t feature quite the same smooth, gliding precision and efficiency that many modern games achieve. Also, most of the optional advanced tech that speedrunners abuse, even all the developer-intended stuff, is difficult to get the hang of, probably by design.
I’ll also note that a large part of what makes Super so exceptional has to do with the context in which it was released. It’s still a good game by today’s standards - very good even - but in 1994, all the things it’s renowned for either hadn’t been done at all, or not to nearly the same standard or scope. Whereas now, like with most classics, those individual elements have all been remixed, evolved and combined in different ways by countless successors. As I said to Vook, Super is the giant upon whose shoulders so many others stand, but it can be argued that some of its children stand taller as a result. This is the main reason why I say the best way to fully appreciate Super is to play through the prior two Metroid games first to fully immerse oneself in that slice of video game history. (...However, doing so means spending hours of your life playing Metroid NES, which is often extremely, irritatingly tedious, obtuse, and even a bit jank, yet is absolutely essential to understand what a giant leap for Metroidkind Super was).
If all you’ve seen is speedruns, there should still be some surprises waiting when you get around to it.

TTYD is well worth playing sometime, especially if you love the first Paper Mario so much, since to my limited understanding, it mainly builds off that. Beyond its cool spin on Mario RPG-style battles, It’s full of imaginative settings, character/enemy designs, and lots of fun puzzles, writing and set pieces throughout. The biggest issue I remember having with it is the backtracking through familiar areas it requires, which gets excessive at two infamous points in particular. Not a dealbreaker, but something to be aware of.

And on the subject of classics, how was Morrowind? Never played an Elder Scrolls game but that one seems to have a strong following.
Plasmatize May 5, 4:58 PM
Sorry for the slow reply. I don’t have any great excuse this time, just been distracted with stuff.

I can’t say for sure how overleveled I might have been, but seeing as levelling up had stopped making much of a difference, I’d say probably at least a little. So perhaps the “intended” time to do The Old Hunters DLC, in classic “superboss” content fashion, is as simple as “when you’re ready”.

“when i really like a boss, even if I'm underprepared for him, I like to give it a good, long try that usually does end with me winning. Seeing all of the attacks of a boss like Ludwig and truly learning to do fights like that basically hitless, I think that freedom is what makes Souls combat not boring, even though the more you look at it the more simple it appears. The stories that come out of that sort of thing are honestly legendary.”
That kind of freedom/trust given to the player to break sequence, understand the consequences and choose to push through anyway is something I’ve grown to appreciate in games. The first time I got to encounter that with a Souls game was facing Ceaseless Discharge right after Quelaag in DS1. I don’t even think that’s a particularly good fight, but that feeling of being underprepared and not “supposed” to be there yet, but being allowed to face it anyway and finding a way to pull it off made it more exciting (I didn’t know about the “trick” you can do to end the fight quickly). Also, not really a sequence break, but I sort-of-had that experience again trying to do Four Kings as my first Lord Soul, while definitely not having the DPS I was expected to at that point. That one ended rather anticlimactically, though, when I discovered the best way to win in that scenario wasn’t to slowly master a chaotic fight, but to just wildly and aggressively swing around a Black Knight Sword and estus gulps the way a competitive eater wildly and aggressively swings their jaws and water gulps upon helpless hot dogs. Felt vaguely like I’d chili-cheesed it in the most boring, anti-Souls way possible (this analogy broke down a bit...)
Yet another reason to look forward to open-world Elden Souls I guess. I can imagine countless legendary fables emerging from that. Haven’t yet had a chance to do this sort of thing in DS3. Its core content seems a bit more linear so far. I think I just unlocked one of the DLC areas though, so... maybe... :D

While we’re making Zelda comparisons, this sort of choice/soft-linear structure was all over the early games. Breath of the Wild in a way is a return to that, except without even soft linearity, and is pretty great at spawning those kinds of emergent, mythic tales of dire odds and grand triumphs, or bitter tragedies and subsequent redemptions.

But another game that really stands out to me for this approach is... several Metroids, but Super Metroid in particular, another game for which Souls comparisons can easily be drawn. SM not only allows for, but wholly and purposefully embraces sequence breaking; there’s a clear typical progression path that I think most first-time players will roughly follow out of instinct and suggestion, but the game is overflowing with so many tools, hidden advanced techniques and secrets/alternate routes, that most of the time the only true limits are your own skill, game knowledge and survivability. And mind you, this isn’t a game where you just get progressively better attacks, defense and health to be allotted more missteps - it’s a game where dozens of upgrades radically and permanently alter even basic movement options. Where certain environments alone can obliterate you in minutes if not seconds if you lack certain equipment, not even counting enemies. Where almost any other game with similarly drastic toolbox evolution, even many of its spiritual successors, would have airtight progression locks everywhere and/or (reasonably) insist “no no, you aren’t ready for this, trust me” and leave it at that. But SM has very few such things, and instead says, “You found a way in here? This is what you’ll be up against. Still want to proceed? Good luck (you crazy bastard).” And yet, if you really, really know how to make the most of the tools and flexibility it gives you, then even the absolutely, clearly, ridiculously impossible can become possible. The implications for this range from getting numerous items early, to skipping backtracking segments/taking more efficient routes, to self-imposed challenges and doing entire regions out of sequence. It’s very cool, and to my knowledge, way ahead of its time. It’s also no doubt key to the game’s popularity in spaces like speedrunning, randomizers and other mods. There’s even a speedrun category for beating the main non-final bosses in reverse order. Yes, it’s possible, and yes, it’s batshit insane.
Man, I adore Super Metroid. But I’ll refrain from turning this into a 40000 word tangent lol.

Mario and Souls are so polar opposite in both tone and gameplay goals (even the RPG ones) that now I kind of want to see how Mario Souls would approach a franchise crossover. I’d imagine the result would be quite unique, at the very least. I should finish playing those RPG titles at some point - I somehow still haven’t played the original Super Mario RPG nor Paper Mario, despite having finished TTYD multiple times.
Plasmatize Apr 20, 6:12 PM
While it’s not quite putting the controller down, I looked it up and it’s apparently possible to beat the Dark Souls trilogy, offline, with only NPC summons, without attacking once. It seems to require a lot of glitches though. I don’t know why I doubted the Souls community. Of course they’ve tried this stuff. They’ve tried everything.

Yep, Ludwig is quite the fight. Him and the rest of the initial DLC chunk definitely challenged me way more than any other Soulsborne area so far, even the Dark Souls II “”co-op”” areas. Fortunately, it was in a good way this time. The only small annoyance was that, being somewhat underleveled, quite a few things had attacks or chains that could just knock out 90-100% of my health bar at once, and that due to their nature took me a few attempts to figure out how to dodge, and a few more to do so reliably. Not really the game’s fault. The main offenders were the giant axe-wielders after activating cosmic shockwaves (I could swear the hitboxes on those are twice the size of the visual distortion, and linger for ages), and the later Ludwig stages, where for a time I was maybe getting 20 seconds of learning before having to redo the whole first half to try again. Thankfully it’s such a cool and dynamic fight that I didn’t mind so much. I had a lot of fun with it. And you better believe I used that Moonlight Greatsword after.

That was pre-Chalice Dungeons. I’ve now finished said dungeons and then the remaining DLC, and without exaggeration, I gained over 60 additional levels just from doing the dungeons, maxing out my base stamina and soft-maxing vitality, strength and arcane. It’s ridiculous the amount of blood echoes they throw at you, and you can imagine the difference it made. The DLC just felt like normal Bloodborne enemy health and damage proportions after that, which makes me think that was the intended progression. I might even have been overleveled. Regardless, I enjoyed the DLC a lot, and it was nice to finally see at least a little environmental variety. The oceanside fishing village/cave was probably my favourite visually - that was the sort of fresh canvas I wanted to see more of from the rest of the game, and proves it can be done without sacrificing mood. Even the DLC version of Central Yharnam feels like more of a visual departure than anything in the main game.

Unfortunately, the Chalice Dungeons became my least favourite part of Bloodborne. They’re a good concept, they just overstay their welcome. Reaching their last boss requires fully exploring something like a dozen dungeons, typically taking 1-2 hours each, and there isn’t quite enough variety to justify that much investment. It was cool to see the Souls level design structure and progression applied somewhat elegantly to randomly-generated layouts, and they were enjoyable for a while, but by the last few I was pretty bored of the whole thing with how predictable and routine they’d become. Maybe if I’d spread them throughout the game instead of doing most of them back to back it would have gone better, but still, if I ever replay Bloodborne, they’re going to be something I dread doing again, or might just skip, at least partially.

Ironically, the Zelda 1/messaging system similarity is one of the few that’s probably coincidental. That’s a slightly lesser-known aspect of Zelda 1. Also, according to Miyazaki, the way Souls online stuff works was actually inspired by some passing strangers who helped push his car out of the snow, then disappeared into the night. I believe it.
But yeah, there’s definitely been a lot of cross-inspiration between the franchises. Not to mention, given their status, I’d be surprised if the Miya-legends haven’t at the very least talked at some point. If they are planning a takeover, then I for one welcome our new video game overlords; I could hardly ask for a better duo. So long as a high council seat is saved for Eiji Aonuma since he’s pretty much taken over as the “Zelda director” nowadays. Best they be kind to their indie knights as well, or else they’ll be overthrown in a flash!
Plasmatize Apr 18, 12:49 PM
Looking forward to the new Soulsborne speedrun category where you summon and then drop the controller, while said summon escorts you through the game via knockback and healing spells.


Incidentally, Zelda games were what taught my kiddo self to pay attention to text/dialogue in games and other media, because I also got stuck at times from not doing so. I didn’t have the language barrier to deal with, I just thought that people talking was “boring” before that and didn’t always care what they were saying. Especially in movies - I just wanted to see cool action and peril stuff lol.
In fairness to your kiddo self though, the original Legend of Zelda is famously cryptic even for attentive, language-fluent adults. The original release came with a mostly-complete overworld map, which included some of the dungeon locations, as well as “?” markers on certain map areas containing secrets. This was also back when some games still expected you to read the instruction manual to understand how to play, although many games were starting to move beyond that. Finally, part of the experience Miyamoto wanted to create with that game was for friends who played it to come together to share and discuss all the hidden secrets they’d found in it. A bit like a pre-internet version of the Souls messaging system, funnily enough. As such, a lot of cryptic stuff was included, most but not all of it optional. The Zeldas that followed started moving away from this design in favour of stronger self-contained experiences.
Even once I got access to the internet, I never finished the NES Zeldas until I was a teenager. I tried both a few times before then, but at a certain point the enemies would always become too difficult and I’d get stuck. Nowadays I think enemies are a lot of fun to fight in those games, especially Zelda II.
Plasmatize Apr 10, 8:48 PM
Yeah, I powered through most of Bloodborne this week, taking your advice to learn parrying, and it’s very powerful. Perhaps more so than prior games, since its range means that for some enemies, you can safely parry from outside their attack range and still run in quick enough to counter. I haven’t run into anything yet where parrying felt outright necessary, but it’s certainly helped against certain creatures, especially in what I’ve played of the DLC. For reference, I think I’m just about finished the main game, but still have most of the Chalice Dungeons/Old Hunters to get through.

Out of curiosity, which Zelda games have you played recently? I know there’s Minish Cap and Ocarina of Time - any others?
Based on the stuff you mentioned, you might enjoy (re)playing Majora’s Mask as well, if you haven’t already, as it’s a hit on all those fronts. It’s also IMO the strongest of the games from a narrative standpoint, thanks to its larger emphasis on sidequests/side characters, combined with its ahead-of-its-time (for a game) themes and structure that you almost certainly know about already but that I won’t dive into just in case. Kind of amazing how well it turned out for something largely developed within a year. I obviously don’t advocate such absurd timelines, but it is interesting to see how the game’s staff made the most of those limitations, even to the game’s arguable benefit at times.
Plasmatize Mar 31, 5:10 PM
“I do think the genuinely hardcore bosses are only really present starting from Bloodborne onward”
Cool, can’t wait to get flattened by them lol. I’m still not that far into Bloodborne - took a break in the last few weeks after over 3 of these games in a row - but there was already one boss in it that threw me for a loop: Father Gascoigne, who also just happened to be the first I ran into. I’d grown too comfortable with cautious shield-bearing/“watch from a distance” approaches, and made I-lost-count-ages-ago attempts before I even thought to try being more speedy and aggressive, as the game often seems to favour. Once I realized that, the fight clicked. Definitely a “refused to change my playstyle” moment, and I’m sure it won’t be the last.

“It really continued with the creativity right up until the end”
“already started a second run”
Great to hear! I look forward to playing it.

“I’m pretty sure I’ll enjoy a freaking Zelda game. It’s a Zelda game.”
Yep, fair point. All things considered it has been a pretty consistently worthwhile franchise, with maybe a few arguable exceptions. Breath of the Wild, though, is the biggest transformation it’s seen in... probably ever. I myself am on board with the new direction, but I do know a lot of series fans who understandably missed the old formula that drew them to it in the first place. Both my dad and sister, for instance, think BotW is a great game in its own right, but it didn’t quite scratch that “Zelda” itch for them. Fortunately I think there’s still plenty of opportunity to harmonize the new and old appeal points going forward, with BotW as a strong foundation.

I’ve tried to keep my musings light on spoilers, but at least one other thing I can safely mention, that might even be my favourite thing about the game, is the vibe/atmosphere of everything. The bright stylized visuals, the landscapes, climates, and contextual music and sound design come together to evoke a palpable sense of serenity, with particular emphasis on natural beauty. As my mom put it, it’s “like taking a vacation in Hyrule”. This makes it a great game to unwind to.
Plasmatize Mar 26, 1:08 PM
No worries, I believe you. If anything, I thought I’d scared you off with yet another tangential textual torrent, and I wouldn’t even blame you haha. No rush to reply regardless - I know you have a life outside of public internet chats. Good luck with your schoolwork in the meantime! :)



I’ll continue to keep my expectations in check for Elden Ring, but it’s good to hear that it’s so far continued to offer creativity and surprises. I think that was my main reason why the exploration in BotW didn’t stay exciting the whole way through; some reused content is completely understandable for a game on the kind of scale of BotW/ER/UbiSandboxes, but it was done to the extent that I stopped seeing much of that creative spark after a while, either aesthetically or in gameplay, yet still had tons of game left. By no means a problem exclusive to BotW, but perhaps it was more disappointing because it seemed like there was clear potential to use the incredibly fertile systems to spice up the reused content, but that... wasn’t being done that much. The points where it was were some of my favourite parts of the game. (In practice, most video games of any scope reuse assets and mechanics dozens, hundreds or thousands of times, but ideally use clever design and rearrangement/reconfiguration to try and craft a wide assortment of interesting and memorable moments/scenarios with them. BotW missed lots of opportunities to have more of that IMO; instead it’s often solely dependent on the player and the intricacy of the mechanics themselves to keep things fresh.)

Again, not to make it sound like I’m down on the game - it’s good! Just not quite the unqualified masterpiece it genuinely could have been, and that hopefully the sequel gets closer to being. As you’ve heard, it does indeed make a pretty good effort to make most discoveries useful in some way - I didn’t use everything I found, but most things seemed like they could be helpful in certain scenarios, and/or was contributing to worthwhile long-term goals. One thing people are split on in this regard is its weapon degradation. Things break very quickly, especially early on, and then usually disappear from your inventory forever. Some find this makes them way less exciting to find, since “they’ll just break in 2 minutes anyway”, but from my perspective, using a cool sword for half a battle is still a lot better than never using it at all. Another potential problem is that it can encourage using the weakest weapons you think you can get away with “just in case I need this sweet supersword later”. But the game is scaled/balanced so that you usually get at least as many decent weapons from combat as you use up during it, or if not, there’s some other reward. So I eventually got comfortable being less conservative with my inventory full of God weapons lol.
Plasmatize Mar 6, 4:22 PM


I actually played Breath of the Wild last fall, and I know the game got GOAT-level acclaim, but I’ll be completely honest here. While it is undoubtedly a positive influence on the stagnating open world genre (this probably includes parts of Elden Ring), and has some truly phenomenal qualities - arguably unmatched by its contemporaries - and completely avoids the icon splatter problem in favour of an excellent visuals-based, player-driven exploration loop, it sadly still suffers severe sized-up sameyness syndrome. At times even feeling unfinished, like they didn’t have time to create everything they wanted to and just had to fill in the gaps with whatever they had. There’s a ton of copy-pasted or barely-changed repetition of content, in several systems, including having like, 4 total overworld bosses that get overused to hell, and these combat shrine challenges that are just the same fight with 3 possible difficulty levels and minor 1st-phase changes, but like, 20 times lol. And some parts are just lacking in general, like substantive sidequests, any semblance of a strong traditional story, or consistently worthwhile in-game rewards to give reasons for doing stuff beyond for the fun of it/for its own sake. There are plenty of very high highs, but once you’ve explored maybe 1/3 to 1/2 of the map, the familiar and not-worth-the-trouble can start to become the majority of side content you find. In other words, it’s another extremely uneven title, and this occasionally includes travel zzzs too.

That being said, some of the “phenomenal” parts also act as saving graces for this unevenness, by eg. giving creative, intrinsically-motivated players an absolutely astonishing amount of cool or unorthodox ways to use its interacting physics/combat/item/mechanical/environmental systems. Despite the probably 1000s of possible interactions, 999 out of 1000 times, if you come up with something clever, that the game never tells you about, but that makes intuitive sense, it actually works!! Other times you get hit with “holy cow, I can do that?!” moments. I can’t imagine the work that must have gone into it; it’s amazing, and staves off boredom a great deal if you’re willing to explore it. Or how the general purpose/gameplay of each content type follows recognizable patterns, that do lessen surprise, but in turn mean you can choose what to engage with or skip over with complete freedom, and confidence that the game won’t unduly punish you for it. Doing so means progressively less to do in the world, but thankfully, when you hit that point, well, as long as you’re strong enough, you can just end the game whenever you want! You’re rarely forced or tricked into doing anything you don’t want to. There’s always an alternative, and “you, the player, should decide” seems to be the prevailing philosophy. Still, saying “yeah, the game is a masterpiece, as long as you don’t play 60% of it and overlook these other things!” is hardly an airtight defence lol.
In short, it’s got an impressive vision with several sturdy crutches that allow it to better get away with some huge problems. But in terms of actually solving the consistently-quality content problem itself, it falls well short, and I expect Elden Ring to far surpass it based on what you and others have said.
Plasmatize Mar 1, 12:59 AM

Well, that makes yet another person singing the praises of Elden Ring. I’m trying my best to keep expectations in check, but I have to admit the premise and reception make it sound like my dream “big open world" game. It’s a genre/structure that I love in concept, but have had hit-or-miss experiences with so far, mainly owing to 2 trends that I think often hold them back (to varying degrees - one or two I’ve played didn’t suffer much from these):
1) splattering the map with icons everywhere, replacing much of the exploration/excitement of the unknown with basically a housekeeping TODO list where you’re just allowed to pick the order you tidy it up in
2) making the map way too big for its own good, prioritizing square mileage and huge, impressive numbers over ensuring the actual content of the world is consistently interesting and surprising
Then Elden Ring comes along, a high-budget entry that apparently mostly or completely bucks these trends, and it’s a Souls successor to boot! I can only hope it lives up to the promise.

What have you been playing Elden Ring on, btw? I heard some PC players are having some performance hiccups.
Plasmatize Feb 26, 6:20 PM
I hadn’t even paid attention to the sound design, but now that you mention it, it is pretty lackluster. Probably another aspect that suffered due to rushed development.
Dual-wielding/power stances are very cool, and probably my favourite new addition. I didn’t even realize it was an option until a good way into the game, when I noticed it was letting me equip weapons in my character’s left hand. Since then I’ve definitely found uses for it, especially now that shields aren’t as universally powerful as before, often even being a burden/trap when they get you stunlocked through overuse. Doubly so given the game’s increased focus on facing multiple enemies at once, which does feel like a natural progression/shakeup for combat following the first game. I can even appreciate Forest of Fallen Giants for introducing that as a core concept, despite still thinking its balancing + spambushes were clear areas for improvement.
I really don’t mind the low weapon durability - like you said, it encourages more build variety, and the game gives you the resources to keep upgrading multiple weapons at the necessary pace without the need for grinding. Sometimes it caught me off guard when something broke, but usually this was because I wasn’t paying attention to it, or was in a situation where I could come up with Option Bs to work with for a short period.

Thanks! Other than maybe my desire to play Elden Ring and/or see what the next game in line does to evolve or remix the formula, I’m in no rush to power through these games. Best to savour the first-time experience with each, although I could easily see myself replaying them in the future, especially DS1.
Plasmatize Feb 22, 5:28 PM
Dark Souls 1 definitely had a couple of ambush/cheap moments, but they were at least all memorable/unique, and were rare enough to not drag down the experience much. I still think they’re some of the weakest moments in the game, since they can make you lose significant amounts of time and in at least one case souls through no real fault of your own, and all of them could have easily been improved with simple tweaks. But they’re at least much more interesting than the everyday baddie backstabs with arbitrary aggro activators of DS2, which appear fairly often even if not all are equally likely to lead to a sudden death. In DS1, when there were surprise regular enemy attacks, they were nearly always something you could reasonably see coming if you were cautious/observant enough, and/or gave you a reasonable chance to react/recover.

Now that I’m a lot further into DS2, I am still enjoying it, and think it brings some nice ideas to the table, but I’m also finding more and more issues keeping it from feeling nearly as carefully considered or refined as the first game. Much like the ambushes/cheap shots, some of these issues were also in DS1, but to nowhere near the same frequency or net effect on the experience. Apparently this game had some development hell/studio meddling going on, which does explain most of its issues, so I’ll say that I commend the devs for managing to toss something mostly workable together under what I understand to be immense time pressure.



Picked up Bloodborne the other day btw - I'll probably play it next, though it seems like I've still got a fair bit to do in DS2 first. BB's aesthetic looks super cool and apparently it has several changes to combat that give it a different feel in general, so I'm curious to see those in action.
Plasmatize Feb 16, 8:26 PM
Yeah, I watched a bit of a Pathless speedrun and it seemed very focused on routing and line optimization, with some neat tricks or sequence breaks sprinkled throughout. Whereas the frame of reference that initially came to my mind was stuff like Sonic, Celeste, or other games that are planned and assembled on both a macro and micro level with speedrunning/”speed as a reward” in mind. Even though Pathless is in a completely different genre, I guess I envisioned a similar sort of near-limitlessness, with cool advanced strategies and a lot of visual/input spectacle for top-tier speed play, when that’s not really the kind of game Pathless seems to be. Chalk it up to misplaced expectations I suppose.

Lol I’ve already caught the Souls addiction - I told myself I’d play a smaller game between each one, but I just couldn’t resist. And yup, DSII is indeed more Souls, though it’s also got some interesting ideas for ways to shake things up compared to the previous game. My first few sessions with it have been kind of a rollercoaster though, in a good way... mostly. Text wall warning - no pressure to respond to all of it.

Plasmatize Feb 14, 6:16 PM
Yeah for sure, I don’t mean to knock mobile games so much as highlight that there might be more “hidden gems” there than anywhere else. The screen size and lack of traditional buttons/keys is definitely a limitation compared to other options, basically requiring a fairly straightforward control scheme for any kind of real-time gameplay to work well, but skilled hands can do a lot with very little.

Your description of The Pathless’ movement immediately made me curious about what a speedrun would look like. It’s a neat idea to be sure, and I’m curious what else the game has in store, although I might just stick to watching footage of it unless I see something that really grabs me. My bucket list is long enough as is lol.
Speaking of which, I’m just booting up Dark Souls II (SotFS version) as I type this. Time to see where I land on this divisive middle child of the franchise, with Hatty Time on the side to maintain tonal balance in the universe. :)
Plasmatize Feb 13, 4:11 PM
You have a point about the missed marketing opportunities. The closest the university I went to got to that was boasting about how X% of its graduates from certain programs had full-time positions in their fields within Y months. But the actual courses weren’t mentioned as much - they were buried on obscure subpages of one of their secondary websites. Not really sure why.

Yeah, I remember hearing some buzz around the fact they were making a new Armored Core game. Curious to see how the Soulslike team will approach it, and how much influence their experience with those games will affect their approach to an established series in a completely different genre.

I see. Well, my mistake for jumping to conclusions. I recently thought about getting a PS5, but decided that faster load times and slightly shinier/smoother versions of cross-generation games weren’t quite enough to justify the price tag yet (even if I was able to find one lol).
Beyond the known successes, I’m certain there’s also far more good stuff for mobile that almost no one is even aware of. There’s very little barrier to entry for an aspiring developer who genuinely wants to make something cool, within a scope that they can realistically handle developing. But then there’s the resulting issue of having to compete with millions of other apps for attention, making success a longshot. Especially when the most heavily marketed stuff tends to be the games made by already-established studios with the money to burn on it. Also, as much as I wish it wasn’t the case, it seems like psychological money-siphoning, endless clones, and “OMG are YOU smart enough to solve this insultingly obvious puzzle that may or may not be what the app is even about??” ads are the most successful ways to grab attention/make a profit in that market right now.
Plasmatize Feb 11, 10:00 AM
Alright, I admit it, I LOL’d at the “academic” joke. I don’t have much else to add to the topic beyond more anecdotes of how I’ve seen cases of a lack of awareness going in, but that it seems to be improving as this sort of thing becomes more of a talking point. It’s not always easy making these kinds of decisions at ~17 though, so one would be forgiven for still not being sure even with that greater awareness.

“I don't want to discredit the combat, it's very good for what it is, it just kinda gets a bit less fun when you come back to it after seemingly every single game that has combat has put some form of a dodge roll into their game by now.”
Totally understandable. I guess this is what happens when your game goes on to influence half the industry. I’ve had lots of moments seeing something in a game and thinking, “oh, this is sort of like that thing that Dark Souls supposedly does.” That was before playing it. Turns out there’s even more to it than I realized. Also, looking into it a bit further, some of these ideas are actually themselves evolutions of ones in earlier FromSoftware games, most notably the Kingsfield games which had proto-interconnected 3D worlds with secret walls, a proto-stamina bar, some indirect lore-ytelling, opportunities for player freedom or creativity, and even many similar enemy designs. But having watched Iron Pineapple’s overviews of a few of those... well, let’s just say I can see why the Souls games were what actually popularized them lol. Still, credit where it’s due.

“Fun fact: that was a launch title for the PS5 and it was a port of a mobile game.”
Just goes to show mobile games aren’t all copy-paste cashgrabs and F2P money-milking machines. The chase-the-enemy combat sounds like it could have been very cool. I can’t think of a game I’ve played that explored that beyond maybe a one-off. Usually you’re the one being chased by the boss. BTW, does this mean you found a PS5? It’s a miracle!