Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Monday, September 28, 2015

The Problem with Duck Tales


Duck Tales is great, but it has a huge design flaw that proves glaringly obvious after years of absence--the pogo mechanic. 

Before I get any further, I want my games to be tough as coffin nails, but I also want some standard of living: customizable controls, decent options, good hitboxes, etc. Duck Tales offers none of this. At the other end of the spectrum we have Super Meat Boy, an amazing game with incredible difficulty, but extreme care taken to ensure that the experience (often called "quality of life" in a game, is extremely high). In Duck Tales, the hit boxes are far too large for most things, but even this can be worked around. I'll leave the hit boxes alone for now, and get back to the point.

There is no reason to have to press down on the D-pad to activate the pogo stick. You only have to do this on the first bounce, then you can just hold B. This causes problems when you are pressing diagonal-down and the pogo stick disappears at the last minute causing you to take a hit. The only thing this does is make the game worse, if you think this adds challenge or difficulty...not sure what to say. They could have used controls similar to Castle of Illusion, just hit B in the air to start the pogo. Instead they copied Commander Keen, and the game is worse for it.

If B actually did something in the air, I could see the need to press down. But it doesn't. If B made you run, like in Super Mario, then this would make sense. But it doesn't. Again, you have to press an extra button for no reason.

I like my difficulty to come from level design, insane challenges, and precision timing. Not much of that here.

This problem is easily fixable if playing on a PC emulator, but it is a little complicated. You have to map the down arrow on your keyboard to the down arrow for your emulator, then, using Joy 2 Key assign both the down arrow on your d-pad and the B button to also activate the down arrow on the keyboard. If you did it correctly, you should be able to bounce without ever pressing down on the d-pad. This isn't without one small change: if your pogo stick misses a ledge, but only slightly, Scrooge will stick to the ledge and be ducking down. Not a huge deal.

Before you say this is cheating, just be aware that in the speedrunning/highscore community choice of controller, monitor, button mapping, control configs, etc. are all perfectly legal and fine. I consider this customizing the controls, but you might not. If you like how the game is now, then by all means, just ignore this topic. If you've ever been frustrated at the pogo stick disappearing milliseconds before you make contact with thr ground, however, then you might want to try out this trick. 

If you don't like this setup, however, this is another option if you have some trigger buttons. It's much easier to activate the pogo if you map the right trigger to down as well. Now you can't say there is an advantage in mapping two buttons to the same button, and you are firmly in the realm of customizing the controls. The major downside is, of course, having to play on an emulator and not being able to use your cartridge.

It appears that the creators of the remastered version also agree with me, by the way, as it appears you do not have to press down in the new version to activate the pogo stick. 

In the end, Duck Tales is still an amazing game.




Sunday, December 7, 2014

Lizard Banner



I know many readers are not actually visiting the website so they won't see this crazy banner. Check out 8-Bit City on your phone, but check the real deal sometimes too!


Thanks for reading, as always! I started the site with the intention of reviewing games that needed more attention. Five years later, I'm glad to do other stuff too, even if that means less interest in the site overall. Maybe I just want to explore the connection between video games and art without being a pretentious snob. Feelings and emotions don't make something artistic. 

Feelings and emotions are boring, and boring isn't good art. Art is strange and prompts the individual to think in new ways. 

But generally, I think, people are too closed-minded to really think about art and adding video games to the equation only further complicates the problem. Your typical "art game" looks like a painting no matter how you move the camera, and while that's fine, that's not all art can be. Games like Dwarf Fortress and Minecraft prompt real problem solving and creativity in the mind of the user. That's infinitely more interesting than a pretty commercial and orchestral soundtrack.

Yet the same individual who will appreciate say, the beauty of a Skyrim field, will probably be quick to denounce a De Kooning painting as trash.


So my real argument here is that the cultural difficulty facing video games is not about video games at all, but about all art in general. Humans prefer easy art that is quick to process and that which does not upset our understanding of the world (including our definition of what art is and can be). Humans, in this aspect, are much like apes for whom any change is always met with frustration and anger.

It's been years since critics could accept "pretty"/"beautiful"/"moving"/"serious"/"emotional" games as art. Society still needs to confront the artistic illiteracy enshrined at its core, and shed its limited capabilities based upon highly conservative definitions of art. How to do this? It'll probably have something to do with the internet.




Thursday, May 15, 2014

Need 4 Speed World


Need for Speed World Online is a racing MMORPG. Sounds crazy, I know. It's also a Freemium (pay 2 win) game so it has to suck, right? Well I've played a few races and it seems pretty fucking fun to me. Don't worry about the pay 2 win stuff, I'm going into this game with the intention of never ever spending a cent. However, if it's fun I'll look more closely at the Need for Speed games in the future.

I'm gonna stream it for a while on Twitch if you want to check it out, hey maybe you'll even download it.

If this falls through, I'm going to go back to GTA4 tonight; I only have like 4 missions left in the main storyline.

www.twitch.tv/Robot2600

Thursday, May 8, 2014

HOTLINE MIAMI REVIEW




Gangsters are splattered across a disco floor, the DJ is bumping to the limit, and you've just knifed 3 fucks in the face. You're playing Hotline Miami.

Normally in a review, I'd talk about all the different aspects of the bla bla bla, but holy shit this game is awesome. You can see the neon screenshots in this post, but you can't see the colors fade in and out of every color of the rainbow and a few that are too beautiful to even describe in words but that will surely bring tears of joy to your ugly face.

If this game is making me hostile, then "fuck you" who cares. Pa-pow! You'll go crazy too because of how crazy awesome this shit is.


I saw someone playing this game on twitch yesterday. Immediately I downloaded it from GOG.com, but I could have got it on Steam. If it ever goes on sale on Steam I'll buy it there too just for the Steam achievements and to show everyone that I'm playing 400 additional hours of it.

It's $9.99 on any platform, and well worth every penny. Actually, if you are a Playstation Plus subscriber, you might already have free access to it. I know a friend of mine does, and when I'm done with this "review" I'm going to send him belligerent text messages about it. Not that it's very usful information, but it is perhaps interesting: the game was developed with Game Maker and the Phyre Engine, tools that are pretty easy to get your hands on. Game Maker is only 50 bucks, and you could publish a Steam game with it.


The world of indie video games has obviously entered a Renaissance. Hotline Miami and the masterpieces of our era, but it all started with Cave Story.

But fuck Cave Story we are talking about slaughtering Russian gangsters in 1989 Miami, and it's never been as cool. In terms of storytelling, most gamers will tell you they don't understand it. Well fuck those people, use your brain and it's not hard. Obviously there is a little room for interpretation, but the sequel (Hotline Miami 2: Wrong Number) should shed even more light on the drug-fueled adventures of the dude in the Jacket.

Hotline Miami owes a lot to Grand Theft Auto: Vice City, and that's a good thing. I've seen a lot of GTA-bashing surrounding this game, but that's all horse shit. Maybe GTA stories are too serious, but Vice City wasn't fucking serious at all. It was just scarface, the wackier, cooler video game.

Hotline Miami is more like a David Cronenberg film than a Brian DePalma; it's dark, it's smart, it's a mindfuck and roller coaster ride. You can't afford not to play Hotline Miami.

Monday, April 28, 2014

Risk of Rain Streaming Tonight!


The old school action continues with another new game: Risk of Rain. It's a sidescrolling action platformer roguelike. If that sounds like a lot to handle, it is. However the game was on sale this weekend for 3.39 USD, and I picked it up along with about a million other gamers. With all these roguelikes in the mainstream, it's hard to believe people used to gape in awe when I talked to them about NetHack. 

Risk of Rain is hard like NetHack, but the UI pains that plague many ASCII games are being washed away in the modern generation of games like TOME, FTL, Binding of Isaac, and Risk of Rain.

The game is awesome. The music kicks ass, the sprites are tiny, and the action is huge. Classes are varied and uniquely fun. You can play as a commando, bandit, engineer, mutant, miner, and 5 other equally cool classes as you battle through hundred of enemies in your quest to survive the horrors of the strange planet. Each class is very different. The bandito relies on trigger-fanning shotgun blasts and nimble dodging while invisble. Acrid the Mutant, however, requires you to get up-close and personal as you stack poison on mobs of mobs.

Want to experience the awesome? Then come check it out tonight on www.twitch.tv/Robot2600 or check out the embedded video at the end of the post.

Risk of Rain is brutally difficult, and the longer your game lasts the more difficult it gets. After 40 minutes of action you reach "HA HA HA HA HA" and "I'm coming for you" difficulties in which all good manners are forgotten. I managed to make it this far last night, and I'm hoping to beat the game tonight. I made it to the last level but couldn't take the heat and died in the kitchen.

On top of all this, you can play with up to 4 people in truly epic co-op. The server-side stuff is a bit complicated (I hosted a game and then my computer decided not to allow a second game despite the fact that I changed no settings in the interim). If you want to play come drop by the twitch channel or post a message here. You could be on (twitch) TV! Wow! You'd be totally famous and popular.

Anyway I'm off to a place where there is a risk of rain in space. For great justice and adventure!


Friday, April 18, 2014

Dwarf Fortress: Back at It


Day 4. The epic adventure continues tonight!

Will goblins take me down? Unlikely? What can stop me? Nothing. Nothing can stop me.


VG Music: Top 70 NES Songs


Found this awesome top 70 list of NES songs on youtube this week. I don't agree 100% with the choices, but it definitely introduced me to like 10 songs I had never heard before! Great list, great listen.

Maybe this explains my recent delusions of beating Castlevania...

Thursday, April 17, 2014

Day 3 Streaming Dwarf Fortress Starts Now!



Join the Dwarf Fortress phenomenon. Yesterday I streamed for 12 hours. Today? Who knows!

If I can take out the ghost in the above screenshot, so can yooooooou!

As always there will be awesome 8-Bit music rocking all day.


Wednesday, April 16, 2014

8 Hours of Micro Mayhem



The Dwarf Fortress non-stop stream continues today! We streamed for 6 hours yesterday and I want to break that record today.

The bridge is down, the food is short, and the drink doesn't exist. Looks like its going to be even more fun than yesterday, so come by my twitch channel and check it out.

I'm going to rock the Dwarf Fortress and the 8-Bit music all day long. 8+ hours of non-stop micro and mayhem.

We are working with over 170 Dwarfs and 8 military squads. I have to tackle to food situation first, and some design flaws are starting to manifest with more dwarfs.

It's gonna be a challenge, but so what?

Twitch.tv/Robot2600

You can watch on 8-Bit City via this plugin. Probably better to go to twitch though!

Watch live video from Robot2600 on www.twitch.tv

Thursday, May 24, 2012

Minotaur Berzerker and Mummy Summoner of Sif Muna, Dungeon Crawl Stone Soup


I'm determined to conquer the Lair again in Crawl and to get past the middle game which has been giving me trouble since I started playing Crawl over 2 years ago. This time, I'm playing a Minotaur Berzerker, and Sigmund doesn't stand a chance. This is an awesome class/race combo, and worshiping Trog is always a great idea for melee. The Minotaur has all the aptitudes he needs (+2 Axes, +2 Armor, +2 Fighting) to become a death machine by the end of the lair. The trick is somehow staying alive until Trog can grant you an epic artifact executioner's axe.


I find and destroy my NEStalgia guildmate's ghost. Player ghosts are rarely a match for Berzerk.


However, soon I'd die to poison. A typical death, and annoying. I abandon the Minotaur and try my hand at another Mummy Summoner, eventually worshiping Sif Muna, and the results were:


A pretty easy early game, and I took it slow until finding this altar. Now things could get serious.


Summon Imp Spam on a player ghost.



It's a good thing I summoned some monsters before going down the stairs.


And all I lost was 4 HP :D


I never stop using summon small mammals. It's a cheap way to increase the ranks and protect the monsters that count. It can also be used to quickly position your Mummy in a favourable position before sending out wave after wave of spammed summon.


Narrow passages suck for a summoner.


Sending this Ice Beast into the passage took care of Sonja.


This gnoll sergeant wasn't fucking around; he killed a good number of troops, but he couldn't kill them as fast as I could summon them right back to battle.


This was an epic battle with a Hill Giant and some Yaks. I'd found the "Shadow Creatures" spell, so I was able to summon all sorts of things.


Like these awesome wights.


And some more awesome wights. We eventually won the battle.


But on the next level I died. I honestly can't remember how--I played several games since then and none of them were very exciting. This however, was a disappointing end to a great game. I never found the Lair, which would have made things easier. The Lair is pretty much a ton of free exp, and it has to spawn on level 13 or above. I still feel Mummy Summoner is an awesome class, an will probably continue to be my "main" combination on my quest to retrieve the Orb of Zot.

Wednesday, May 23, 2012

The Top 5 Things Wrong with Mainstream RPGs of the Last 30 Years


Five: Having a stupid fucking "epic" story. 

General Fuckface just captured the courtly guard and is leading an airship rebellion in an attempt to control the flow of magical resources powering streampunk army robots while young white guy farmer learns about morals and philosophy 101 while fucking up a clichéd, emotional romance.  Giant ragtag bunch of heroes saves the world and learns exactly one thing about themselves, solving many of the psychological problems haunting the characters. There is twist, after twist, after twist in this "epic" plot, but by the end of it you just wish it was over.

Four: Being easy as hell. 

Pretty self explanatory--if you're not dying you're not playing a good game. Notable exceptions: Ultima, Roguelikes, Diablo 1, Diablo 2, Diablo 3, Quest 64.

Three: Lack of Scope. 

Seriously guys, Ultima I has 8 Castles, 32 towns, and 26 dungeons to explore. What the fuck. Notable exceptions: Ultima, Quest 64, World of Warcraft, Everquest.

Two: No Randomization. 

Why is it many games continue to drive the player through the same dungeons over and over? I'm looking at you, Chrono Trigger and Final Fantasy. Notable exceptions: Crawl, Nethack, all roguelikes, Diablo, Diablo 2, Diablo 3.

One: Having a party instead of one character.

Why do so many games have a party of adventurers? Are we so schizophrenic? Even Ultima eventually fell victim to this unfortunate trend. What seems like an avdance is actually a cleverly-designed artificial game extender. Battles take 4 times as long, and you need four times the supplies and gear. Things become watered down, and I don't even think game developers are aware of what a drag parties in RPGs can be. Notable exceptions: Roguelikes, Ultima 1 and 2, Moraff's World, Quest 64.

It's pretty simple when you look at it. Good RPGs will tend to have a single character, gigantic scope, and a lot of randomization. It almost seems like cheating, because any game made with this formula sounds pretty damn fun.



Instead, gamers get railroaded down a single boring path of 12-15 hours of time-destroying brainrot.