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Games You Played Today V: Gamer's Quarter
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probably fine



Joined: 27 Apr 2011
Location: Malkland, Plant World

PostPosted: Mon Aug 29, 2011 2:03 am        Reply with quote

I've been playing Space Invaders Extreme 2, Final Fantasy VI Advance, and PiCOPiCT (aka PiCTOBiTS).

PiCOPiCT is really a fantastic puzzle game. I got it with the free Nintendo points that came with my DSi. At the time it was one of the few DSiWare games available. This is probably my fourth run through the regular levels, and I'm still discovering new ways to go about clearing the blocks.
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PostPosted: Wed Sep 07, 2011 9:49 pm        Reply with quote

A used copy of Kirby's Nightmare in Dreamland that I bought on eBay arrived in the post today. I've just played through the first three worlds. It's slightly more challenging than I remember the original NES Kirby's Adventure to be, but certainly not difficult. But it's solid and satisfying, and the level design beyond the first world is keeping me interested.

I really wish that the clean, simple aesthetic of the backgrounds used in the world map:



would have carried over into the backgrounds found within the levels:



I imagine that in an attempt to update the graphics from the NES source material, they wanted to go for a look with more depth and polish. I think it looks sloppy. Although, I am fond of this background from the interior sections of some of the butter building levels:



Since the perspective isn't parallel to the foreground, it reminds me of the type of scrolling 3D backgrounds you might see in any one of numerous horizontal shooters.

My criticism of the graphics do not detract from my certainty that I'll enjoy this game through to the end, and it will most likely be a game I play through multiple times. It's just fun, and requires minimal commitment.
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PostPosted: Thu Sep 15, 2011 2:06 am        Reply with quote

Final Fantasy VI Advance. Just spent 10 minutes grinding sleeping at the 1 gil per night Thamasa inn in an attempt to see one of Shadow's dreams. Given up, going to eat dinner. Will probably just watch the dreams on YouTube later.
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PostPosted: Thu Sep 15, 2011 3:09 am        Reply with quote

probably fine wrote:
Final Fantasy VI Advance. Just spent 10 minutes grinding sleeping at the 1 gil per night Thamasa inn in an attempt to see one of Shadow's dreams. Given up, going to eat dinner. Will probably just watch the dreams on YouTube later.


Found a walkthrough that states the Thamasa inn won't work for triggering the dreams. Took my party to South Figaro instead and got all 4 dreams in a row over the course of 4 sleeps in the inn. The sound effect that plays when the tortured Baram calls out to Clyde is a little unsettling.
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PostPosted: Thu Sep 15, 2011 6:59 am        Reply with quote

probably fine wrote:
PiCOPiCT is really a fantastic puzzle game. I got it with the free Nintendo points that came with my DSi. At the time it was one of the few DSiWare games available. This is probably my fourth run through the regular levels, and I'm still discovering new ways to go about clearing the blocks.


Playing this game does feel increasingly fabulous the more time I spend with it. But I'm currently working on unlocking the remixed levels. I need gold coins to unlock them. Frustratingly enough, it seems that the better I perform, the less coins I am rewarded with (and performing well means I'm figuring out more efficient, clever, and skillful methods of clearing the levels – the "aha" moments in this process are the moments when the game really shines and surprises, and seem to pop up most frequently when replaying the final 1/3 of the levels). I was racking up 25-40 coins per level when playing the early stages badly. Playing the latter stages well, I only get 6-20. But since my enjoyment of the game seems to increase every time I play, I suppose extending the length of time it takes to unlock the final remixed stages isn't such a bad thing. It's repetitive without being grindy.
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PostPosted: Thu Sep 15, 2011 10:03 pm        Reply with quote

Final Fantasy VI (Advance) would have benefited from Secret of Mana's gracious feature allowing you to push roaming NPCs in town out of your way. The children in the Mobliz cellar are notably infuriating. Waiting around for minutes for them to stop pacing back and forth in tight passageways and blocking exits really isn't fun.

Astro Boy: Omega Factor arrived in the mail today, so my FFVIA playthrough's being suspended till I've had my way with Astro Boy.
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PostPosted: Sat Sep 17, 2011 12:26 am        Reply with quote



I think it's really nice that in the opening tutorial of Astro Boy Omega Factor your score is referred to as "experience." Unlike when the word "experience" normally shows up in video games, here it doesn't increase your character's stats. Instead your score reflects your own experience as a player. The better you get at the game, the greater your ability to rack up points (though your ability is slightly augmented by the permanent power ups you're awarded by NPCs).
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PostPosted: Mon Sep 19, 2011 6:23 pm        Reply with quote

analogos wrote:
in the asian ver. of Demon's Souls, the stat related to your ability to offset fall damage was referred to as experience. thought that was kind of neat too.


I also think that's kind of neat.
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PostPosted: Fri Sep 30, 2011 4:34 am        Reply with quote

I just left the Bamboo Village of Mystery Dungeon: Shiren the Wanderer with 3 additional party members in tow. I had no idea such a thing was be possible.
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PostPosted: Fri Sep 30, 2011 6:42 am        Reply with quote

I guess I was just surprised that you could accumulate more than on companion at a time, and so early too.

I also had no equipment and no restorative items in my inventory when I left Bamboo Village. Getting to Mountaintop Town alive with all 3 companions intact was nerveracking. It cost me 2 confusion scrolls, a lightning rod, and a dragon herb. But at least I got chef Naoki to the cliffside restaurant.
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PostPosted: Fri Sep 30, 2011 7:20 pm        Reply with quote

Broco wrote:
That's fine, as long as you are gaining items at a faster rate than you are using them up, you are in good shape. It sounds like you have a bit of an item-hoarding attitude; make sure aggressively use them as soon as you detect any chance of imminent death, that's really one of the keys to Shiren.


Thanks for the tips. I wouldn't say I hoard items, it's just that in my previous dozen or so attempts I've had an easy time of getting to Mountaintop Town. Seems I'm pretty consistent at getting to floor 12 (the farthest I've been is floor 19), at which point something usually goes awfully wrong (and never the same thing, either). Not complaining, I really appreciate the many instances where as soon as I start to perceive a regularity to this game, it throws me a curve ball.
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PostPosted: Fri Oct 07, 2011 3:56 am        Reply with quote

Mikey wrote:
Wizorb is starting to wear out its welcome.


I thought, from glancing at the trailer, that it looked a bit like Kirby's Block Ball, does that resonate at all?

Mikey wrote:
Maybe it's just hard for me to go back to a more faithful Breakout-clone after Shatter (though you've got me seriously interested in trying out Gunbarich now).


Have you tried the DSiWare Alphabounce?
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PostPosted: Fri Oct 07, 2011 4:45 pm        Reply with quote

Alphabounce is kind of fantastic. There's this grid that's supposed to be a map of the universe, where each square marks a level. There are meant to be over 25 million levels (at least a 5000 x 5000 grid, then). You can't pass over a square until you've cleared it's associated level (there are upgrades that will let you skip over several squares at a time). If there's an item marker on a square, when you clear that level the item is added to your inventory, and is basically a permanent power-up that you can equip to one of your ships' (they call them "envelopes") slots. Your extra lives are actually different ships with varying properties and equipment slots. You can get new ships to swap in by clearing planet levels.

Anyway, the arkanoid/breakout aspects: since you can equip permanent power ups, you can still be consistently breaking bricks with missiles, lasers, etc. even if your balls are missing. When there are 10 or less blocks left to break, a super shot starts to charge which can clear everything in a vertical line. Really speeds things up when your targets are few and spread out. The challenge then comes from enemies, hostile blocks, and the sometimes undesirable temporary power-ups.

The games' pretty glitchy, and half the time item descriptions and in-game lore (e.g. cosmic nutfalls, hibernating interstellar gargoyles) make little to no sense. I thought there was an iPhone version, but I guess not. The browser version gives you 3 free plays per day, and I think also has unnecessary-sounding missions and platforming sections.

The 25 million levels are extraneous to beating the game. Clearing the planet stages is the goal, and they are all within a reasonable distance from each other. At some point I intend to just start heading off in a straight line and see if I ever hit the edge of the universe during my adult life (I don't play the game every day).
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PostPosted: Fri Oct 07, 2011 7:35 pm        Reply with quote

Mikey wrote:
So balls aren't equivalent to lives in this game?


Not exactly.

I can't remember, but I think you only start with one ship when you begin a new game. That's one life, but you can retry any level you fail (or try to work through several levels as a detour past the one you failed). When you clear a planet's set of stages, a new ship is added to your inventory. It can be queued up into a lineup of 3 (later on, 4). The first ship in the lineup is always first to enter a stage, if it is destroyed it is replaced by the second ship, and so on. When all the ships in your lineup have been destroyed, you fail the stage.

Different ships have different numbers of equipment slots, and some ships impart special effects upon themselves or the balls or their equipment. Every ship in your lineup must be equipped with one starting ball, but you could max out your slots with balls if you wanted (different balls have different properties, you get new balls every time you clear a ball item stage). Some temporary power ups will add active balls to the stage, and some blocks when broken will release balls too. These extra balls do not carry over to the next stage. As is to be expected, if a ball hits the bottom of the screen it is lost. If all balls in play are lost, the ship is destroyed and replaced by the next in the lineup (if any remain). The ship can also be destroyed by taking damage from enemies or blocks that shoot at, or drop shit on, it.
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PostPosted: Fri Oct 07, 2011 10:44 pm        Reply with quote

So I picked up a copy of the GBC Metal Gear Solid off of eBay for a very reasonable price a little while ago. Popped it into my GBA SP last night, and played through the first two stages. I wouldn't describe the game as charming, but I'm charmed by what it ostensibly is: simple, but ambitious for its format. However, nothing about the actual gameplay nor atmosphere (nor plot) has got me hooked. Any opinions on whether it's worth a full playthrough?
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PostPosted: Sat Oct 08, 2011 8:55 am        Reply with quote

Toups wrote:
finishing up order of ecclesia... this game is truly excellent. I'm surprised it hasn't been discussed more here!


One of my favourite DS games.
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PostPosted: Sat Nov 26, 2011 10:26 am        Reply with quote

ghost_dinosaur wrote:
Catherine seems to be a game built upon the longing of "the grass is always greener." During every story segment I cannot wait to get back to the puzzles, but then every puzzle segment leaves me so infuriated I want to get back to watching the terrible story.


I just finished Catherine last week. I can't understand how anyone would find the puzzles infuriating, but then I played it after having just completed Catrap (which is great, but far more mentally taxing, I think, at least).
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PostPosted: Sat Nov 26, 2011 7:43 pm        Reply with quote

ghost_dinosaur wrote:
it probably didn't help that i was exceptionally drunk, both when typing that post and when playing the game, but i guess i kept getting annoyed with the controls and how the left and right buttons moved you different directions when hanging, depending on your relation to the camera


I was exceptionally drunk too when I typed my reply.

I also found that aspect of the directional controls confusing at times. unlabored flawlessness's advice is correct, but it still gave me trouble.
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PostPosted: Mon Dec 12, 2011 4:14 am        Reply with quote

B coma wrote:
If I recall correctly ffvii pc came with some software that installed a custom midi sound font to make the music sound more like the console version.


I remember this. "Yamaha Soft Synth" rolls off my tongue when I think about it, but it's been so long I couldn't say for sure.
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PostPosted: Mon Jan 02, 2012 4:32 am        Reply with quote

internisus wrote:
It's entirely about collecting rupees, and if you're playing by yourself there's no motivation outside the compulsion of fully exploring the stages. So there's an inherent reward problem when you have no competition, but the level design and the presentation (christ, the music) are really bland, too. I only played the tutorial and the first area, but I doubt I'll ever continue.

These are exactly my thoughts on the game, the extent of my progress, and disinterest in continuing any further.
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PostPosted: Thu Jan 12, 2012 2:02 am        Reply with quote

There is a secret cave to be discovered in almost every screen of Neutopia. They usually contain NPCs who reiterate simple tips on how to play the game or give you directions to other shitty secret caves.
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PostPosted: Fri Jan 13, 2012 1:20 am        Reply with quote

costel wrote:
Have you played Etrian Odyssey remote? If you're interested in another Dungeon crawler with the literal polar opposite tone of Dark Spire, it's absolutely worth checking out.

But if you don't like drawing your own maps, there's Shin Megami Tensei Strange Journey.
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PostPosted: Tue Jan 17, 2012 3:10 am        Reply with quote

I've played R-Type Delta a few times over the past week or so. I don't play a lot of shooters, though I like the idea of them (very much informed by the SB podcast episode). Today I got through the first level without being hit, which felt really good, and then I had an embarrassing time of repeated failures early in the second level. Still, figuring out I that I can launch the force into enemies was a major revelation.
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PostPosted: Tue Jan 17, 2012 4:24 am        Reply with quote

Kitten ClanClan wrote:
Delta is awesome, no doubt! I just think it's a bit of a rude awakening if it's one of your first that you're putting any serious time into.


I don't mind the difficulty, I wasn't expecting to be great at it straight away. I don't have a machine that'll play final, but thanks for the recommendation.
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PostPosted: Wed Jan 18, 2012 12:45 am        Reply with quote

Felix wrote:
R-Type Delta is probably among not that many shooters that I'd say are fair and interesting enough to constitute a well-rounded intro to the genre.

Einhander is also very good, as for that matter are most of the Strikers and Raiden games.


I'm enjoying R-Type Delta nonetheless. It's not my intro shooters, I just haven't played many. Oh wait, I'm not sure I'm reading what you wrote correctly. You're saying Delta is a good intro?

I'd really like to try Einhander someday.
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PostPosted: Thu Jan 19, 2012 1:38 am        Reply with quote

armed police catrider wrote:
R-type Delta is probably the finest hori shooter I have ever played. The soundtrack especially kills. Pick the black fighter and don't give up!

Why the black fighter?
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PostPosted: Sat Jan 21, 2012 8:31 am        Reply with quote

Whoa. R-Type Delta's stage 3: Really hard, really good.
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PostPosted: Thu Jan 26, 2012 6:17 am        Reply with quote

Still chipping away at R-Type Delta. Can now finish stage 2 on normal without being hit, but can't get far into stage 3 yet. I've unlocked free play, but I find by the time I've lost 3 ships and see a continue screen, I've also lost my focus, or flow.

Demon's Souls arrived in the mail yesterday. I've played a bit, and taken down Phalanx, Tower Knight, Armor Spider, and Adjudicator. Having played through Dark Souls one and half times already certainly helps, but I'm still adjusting to the slight differences in mechanics. I see way more spectral images of other players and blood stains in this game than I do in Dark Souls, but far less summon signs. I do get summoned pretty regularly when I put my blue sign down, though. I've only been invaded once, and the black phantom ran past me and killed everything on the way to Adjudicator for me, and then let me pass through the boss fog without a fight. That was unexpected.
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PostPosted: Thu Jan 26, 2012 6:28 pm        Reply with quote

Felix wrote:
Shame about that guy clearing out 4-1 for you though! That's one of my favourite levels.

Luckily, I'd already run through the level myself and had just returned to the beginning after having restocked/upgraded stuff in the nexus. Used an ephemeral eyes stone to see if I could summon help, but instead got invaded by a benevolent black phantom. He inspired me to try some friendly invasions myself in 4-2. I enjoyed the challenge of making the hosts realize I'm on their side, but mowing down AI enemies that don't fight back isn't very rewarding.

Felix wrote:
playing Demon's for the first time earlier this month (damn, we should've coordinated).

I'll probably still be working through the game for another month or so, if you fire it up again let me know.
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PostPosted: Fri Jan 27, 2012 7:43 am        Reply with quote

Deets wrote:
probably fine wrote:
Still chipping away at R-Type Delta. Can now finish stage 2 on normal without being hit, but can't get far into stage 3 yet.

Does Delta have a stage select mode? Might want to try playing stage 3 only just to get a handle on it.

According to gamefaqs:
Quote:
Unlockable: Level Select.
How to Unlock: Use bombs more than 10,000 times.

Last time I looked at my records in the game, I was at 59 bomb uses.
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PostPosted: Wed Feb 01, 2012 1:44 am        Reply with quote

I'm now 9920 bomb uses away from unlocking level select in R-Type Delta. I will either have figured out how to play through level 3 (and rest of the game) or given up long before I come close to unlocking this level select.

I'm at roughly a halfway mark in Demon's Souls, and feeling inclined to take a break from it for a week or so (I did the same with Dark Souls). I find the difference between the worlds presented in Demon's and Dark Souls interesting. Dark Souls' is set during the ruinous tail end of a golden age that had been ushered in by the mythic figures responsible for creating the world in its current form. While Demon's Souls world is that of humans, ravaged by an uncontrollable force summoned forth by those desirous of furthering their own power. But the Tower of Latria: What a nightmare. How was that place ever not terrifying?
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PostPosted: Wed Feb 01, 2012 6:18 am        Reply with quote

Ronnoc wrote:
probably fine wrote:
I'm at roughly a halfway mark in Demon's Souls.

Hey, let me know when you're in the 80-90 level range and we can coop.

Sure thing! I'm about halfway on that too, at level 42 I think. If we aren't PSN friends already, add me, i'm probably_fine on there.
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PostPosted: Tue Feb 07, 2012 12:09 am        Reply with quote

Deets wrote:
spectralsound wrote:
YOU'RE GODDAMN RIGHT, METAL SLUG X

Couldn't agree more.

Is the PS1 version good?
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PostPosted: Tue Feb 07, 2012 3:00 am        Reply with quote

Deets wrote:
probably fine wrote:
Deets wrote:
spectralsound wrote:
YOU'RE GODDAMN RIGHT, METAL SLUG X

Couldn't agree more.

Is the PS1 version good?

You can play the actual arcade version of this game online for free via GGPO or Supercade. There is no reason for anyone with a computer to be playing the PS1 ports of any 90s arcade game in this modern era.

Noted. Thanks, I was unaware of those services.
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PostPosted: Tue Feb 07, 2012 8:16 am        Reply with quote

Just finished Demon's Souls. Enjoyed it a lot.

Coop was a lot less frequent for me in this game than it was in Dark Souls, but almost everyone I did coop with in Demon's Souls kept in touch over the PSN and we all tried to help each other out again in other areas. I thought that was nice, and also something I didn't really come across in Dark Souls.

Ronnoc, sorry, I know you wanted to coop, but I never made it past soul level 66.
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PostPosted: Sat Feb 11, 2012 12:13 am        Reply with quote

Speaking of feeling like I've wasted time: I returned to playing through Neutopia for a bit this afternoon. I enjoy the dungeons, though probably only because I like the music. The overworlds are incredibly tedious. I'm past the 3/4 mark in this game, but I probably won't bother finishing it.
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PostPosted: Wed Feb 15, 2012 7:21 am        Reply with quote

Catrap, thank you for making me work to figure out solutions to your puzzles.
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PostPosted: Sun Feb 19, 2012 5:38 am        Reply with quote

I just finished Neutopia a few minutes ago, despite having strongly considered not bothering to do so. It's not a very enjoyable game.

Comparisons to the original NES Zelda are unavoidable. One area where I think the Legend of Zelda is the more successful of the two games is in its overworld: Despite the fairly simple visuals, you're easily able to discern variations in place. Mountains are to the north, a sword can be found in a cave next to a lake/pond, there's a graveyard, and a nonsensical forest maze, etc. However, the 4 overworlds in Neutopia really only vary in core visual thematics, and are otherwise a series of unremarkable interconnected screens lacking any significant landmarks.

Going to install the Binary Domain demo now, and give it a try.
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PostPosted: Tue Feb 21, 2012 3:39 am        Reply with quote

I gave up on Cave Story+'s final cave area again for the second or third time. I can't seem to calibrate the d-pad on either of my USB controllers properly with this game (nor with the OS X freeware port, and that version also wouldn't override my screensaver). For most of the game this meant accidentally aiming in the wrong direction at times, but the final cave calls for some tricky booster rocketing between spikes and over lava. It's frustrating when you launch yourself at spikes in directions you weren't pressing on the d-pad. I'll probably give it another shot in few months from now.

Nintendo of Europe emailed me 50 Club Nintendo stars for my birthday, which gave me enough stars to trade in for 100 Nintendo points. Those points raised my balance to 200, so I went online and had a look at 200 point DSiWare. Didn't see anything I was interested in, so I bought some more points and downloaded Boxlife, Metal Torrent, and Shantae: Risky's Revenge.

I've only played a few of the R&D levels in Boxlife, which teach you how to fold the boxes. I like the mechanics, but I haven't yet got a sense of where the game is headed. I'll put more time into this one after I finish the last few levels of Catrap.

I've started playing the Shantae sequel, but am not very far into it. The environments are gorgeous. I'm a bit weirded out by the bouncing pixel boobs on some of the sprites. Though clothed, it seems somehow more obvious and less tasteful than, say, a naked succubus in a Castlevania (but perhaps I've grown too accustomed to seeing those...). The game controls well. Most of the usual metrovania elements worthy of criticism are present almost immediately. Some interesting variance from Konami's Castlevanias on the DS: Warp rooms are paired with specific other player-unlocked warp rooms, rather than granting access to any previously visited warp room. Saving does not refill health and magic. Enemies respawn very quickly.

I have some things I want to say about Metal Torrent, but I'll save those for another post.
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PostPosted: Wed Feb 22, 2012 4:00 am        Reply with quote


Game I'll play tomorrow.
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PostPosted: Wed Feb 22, 2012 7:43 pm        Reply with quote

Under Defeat HD arrived this morning. I've spent about half an hour with it, and unfortunately I don't think I'll have any more time for it today. It's pretty rad.

The new order mode normal seems more difficult than arcade mode normal. I'm not sure if it has anything to do with the number of bullets on the screen nor to do with enemy health, but I will say that the wider firing angle you're able to tilt your helicopter at in new order mode seems to make crowd control on the wide screen version of 1-1 a little bit trickier than in it is in arcade mode. Your bullets don't cover as much vertical space when you're fully tilted to the left or right. But if you're nimble enough with your fingers, you can lock your tilt into the narrower arcade mode angle.

I feel like there was a lot of slowdown in the brief time I've spent with it so far. Hoping it won't turn into a major issue.

Also, "This game is autosave function."
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