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Cake day: 2023年6月9日

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  • I suppose a big part of it is: People don’t often finish games. Remake is obviously a very long JRPG on its own, so when Rebirth came out, maybe a lot of people thought “Oh yeah! I should finish Remake.” and then didn’t.

    That does present an interesting idea to me though. Maybe I’ll just buy Revalations without playing Remake? I played the original - I already know the broad direction the story has gone. I could maybe just watch some cutscenes on YouTube to figure out whatever the hell they twisted the Temple of the Ancients story beat into.


  • It’s not quite what you wanted, but as someone with a lot of FF7 nostalgia, I ended up playing Trails in the Sky, another JRPG from that era, much later in life, and felt a lot of that nostalgia sense; badass characters with sensitive moments and big sinister twists. They remade that game very well, and the sequel (a bit of a necessary follow-on/conclusion) is out later this year. While it does add some brief action-combat, it’s only meant to give you an edge going into the traditional turn-based system (and bosses give you no action-combat).


  • Fun story; I wrote one about Ace Attorney, in relation to its premise of “If there’s a mystery with a big reveal, we build it up and resolve it in one game before the credits roll.” Instead, it made me realize I had a lot to say about Half-Life.

    The series has built up a following around mysterious figures and theories. While the games themselves are fantastic, I should’ve had the confidence as a writer years ago to say no one, even at Valve, has any idea what’s going on in their stories. They very likely have no specific, well-formed plans about answering “who is the G-man”, and a certain dramatic event late in Episode 2 was very lazily shoe-horned to try to manufacture stakes, as made evident…

    Half-Life: Alyx (VR game)

    …from them using time travel to retcon that event

    It’s tricky because I still love HL2 for its good, snappy character writing, use of advanced facial tech, the way it never removes the player’s presence for the sake of cutscenes, etc. But they likely shouldn’t be used as reference for overall story direction.










  • There’s a game called Moonlight Pulse that has a Castlevania whip on one character; so you get to decide whether to focus on its use. If you nail the perfect spacing with it and strike with the tip, it does a TON of damage, helping to shred bosses.

    The game lampshades it a bit too. The girl who owns the whip laments that she has no natural abilities like the others, and instead relies on a crummy piece of equipment.


  • That last paragraph is basically how Dark Souls 1 went for me. Everyone laughs “git gud” anytime a complaint is related to difficulty, but I am adamant that drop-on-death does NOT fit exploration-based games well. It was fine in Shovel Knight because you’re making linear progress, and it’s just a dare to do better than before.

    Tunic basically took it out late in development - having you drop a measly 20 gold - and Another Crab’s Treasure added multiple accessibility options to either grab your current loss or disable the system, and both games are easily my favorite Soulslikes.