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Games you are (currently) playing GYAP! #1: Unfinished business Anonymous 02/21/2025 (Fri) 15:19:58 Id: 570f84 No. 1073300
There's a thread for F-f-f-friday night, there's another one for games you just finished BUT there is no thread for games we are currently playing.
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I like Legend of Dragoon plot but the combat system is pretty boring. It's just pressing X at the right time and occasionally using a healing item.
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Playin Devil May Cry 3 and Aliens Fireteam Elite with my frens DMC3 is a fucking classic, love this game. Ayylmao is alright, me and the boys are just kickin back shootin' ayys. For $6 it's pretty gud.
Gave Div 1 an honest shake after having it in my library for 7 years and I'm nearly at the epilogue. It definitely didn't live up to the pre-release hype. Story doesnt really go anywhere outside of teasing some novel ideas like concerns over whether The Division waves are good for the people or an extremely morally grey area, the more interesting ideas are locked behind audio logs and those reconstructed flashback things. And missions can be repetitive and the online requirement sucks. Gunplay is fun though on the higher difficulties, map setting is well fleshed out too and still very appealing despite the visual downgrade. The gameplay loop is pretty addicting, especially when you get to the end game and you can unlock higher world tiers. The Dark Zone is definitely my favorite element in the game, for a pre-extraction shooter it still does a lot right. There's elements in here that are pretty good, not hard to see why it still has a cult following. Helps that compared to something like Destiny its very playable on Linux.
It's pretty fun, let me tell you. It has just enough silliness to make me fixate autistically on minmaxing. For starters, a little secret: when you're confirming your participation in a race, you can set the prize pool to "winner take all", so that whoever takes first gets all the money. You can just restart a race if anything goes wrong, so there's literally no reason not to pick this. Second, there are two places from which to buy parts for your racer: the greasy meatball pizzaman from The Phantom Menace is one, but you don't want his shit because there's also *the junkyard* where you can get any item in the game, at a discount. Secret #2 that I learned today: you can reroll the items in the junkyard by going into the "select vehicle" menu and picking the guy you're already using. I did not know this when I played this as a kid, and I'm a little chapped about it. The only catch to the junkyard is that the parts you buy there are damaged to a random degree. The junkyard also gives a discount proportional to damage, and this causes wacky things to happen, like trading in an inferior item for a technically better one for negative dollars because the market can't account for the slight inefficiency of the player having access to repair droids. You buy top-tier junk and a few droids, and end up saving thousands. Your kit loses durability when you crash, and I think performance of the parts scales with their durability scores, so the idea of using your droids to fix junkyard trash means you have to drive well, possibly at a handicap. It's fun, anyhow. Would recommend even if you don't metagame it. Also, the N64 port sucks. Framerate is terrible. Dreamcast seems better. I have no idea about the PC version.
I had dismissed this one for years because of the WayForward logo, only to learn like a month ago that they only published it and another team entirely made it, so I grabbed it on sale. Really interesting take on a beat-em-up in that you don't have jumps or grabs and generally have slower, weightier attacks and movement even when you do cancels. Buildings can be attacked for meter or picked up as weapons that are satisfying to hit with. The scoring system is very satisfying too where you have to keep up your offense and max out your fodder kills quickly to get your combo to 5x so that you can get your score up with Overkills. There's a weird upgrade system where you slot in perks but the "tier" of the perk determines the stat boosts it also gives you so you're either changing up your perks to keep up or dealing with worse stats for the best perks until you find the higher tier version of what you want. The playable characters are cool and fun to play as with a lot of variety (all-rounder bruiser, combo-heavy melee, mid-range tank with a summon, gunner, and a weapon-switching mech in the DLC), though the story is pretty bland and hilariously predictable down to the UI spoiling a plot twist from the start of the game if you pay attention. Haven't hit credits yet but I'm definitely looking forward to it and playing the Arcade mode DLC.
Red Dead Redemption Undead Nightmare
>>1311435 Whats the secret to maxing your speed? In the last circuit they cruise faster than my top straightline speeds. Or how to handle cornering that map that is nothing but narrow bridges. As soon as the boundaries at the sides disappear I fall off the map. Slowing enough to navigate it safely drops my speed too much to move out of last place. I found the tuning for for trading accel & maxspeed but it seems like there is something else to it. Playing the 64 version the navigation at the fastest speeds is insane. Having owned the cartridge framerate didn't seem like a problem.
>>1314898 I've only done the first invitational course, but what I know so far... The speedruns seem to rely on luck to get the ultimate or penultimate engine upgrade from the junkyard, and I guess they get to the credits like that, just relying on skill. I half-watched the run from ESA17 this morning, but a closer viewing would reveal more details. As for steering, I've observed that it's pretty weird. Sometimes it seems like I can make a hard turn more easily by tapping the gas instead of the brake. There are a pair of buttons to turn the pod sideways that don't seem to have much effect on actually turning. The ESA runner referred to "drifting" at one point, which is interesting.
>>1270196 At a glance it looked like you were playing that Lion King game for the SNES
I just started playing Expedition 33 and I've enjoyed it a lot so far. Seeing how popular it is currently, I was hesitant to try it at first. Not because popular games can't also be fulfilling experiences, but because developers who end up making popular games tend to make choices to appeal to a wider audience, dumbing things down or changing things to fit social/political demands. So far this does not seem to be a problem with this game. The writers did well setting the scene in the Prologue, making things seem dire and dark without going too far and making the player feel completely depressed. They also avoided doing some long speech or lore dump right at the start of the game, so the player has to immediately start guessing and putting the pieces together himself right from the opening cutscene in order to try and gather what is going on in this world. Thanks to the dialogue and the NPC conversations, the world felt like it had depth right away, and I found myself caring about the characters even though it had only been 5 minutes. Sophie was handled really well, giving her a majority of the dialogue in the Prologue helped me care about her even though it was clear we were not going to know her for long. I also enjoyed putting together little pieces about her and Gustave's relationship by speaking to the NPCs along the way to the harbor. Currently I have just defeated the first major boss, and am about to head to some sort of place with coral. The battle system's flow and UI are starting to feel natural to navigate, and I am looking forward to gathering more Pictos. Also, the facial animations and graphics are really nice. The motion capture was done well.
Started playing Slay the Spire. Beat it a few times, but it got boring. The meat of the game is just dull, and gets tiring after a while. It's fun when you're near the end of a run and your build's coming together and feel super strong, but other than that, meh.
>>1545307 Wasn't this the game that spawned the deckbuilder craze, or was that Darkest Dungeon? Once you've played the game, tell us if you think it 'deserved' that influence, I'm curious to hear your thoughts. A lot of the influential roguelite games are surprisingly humble.
>>1545455 I already quit, my bad for not making it clear. Going through the first stage is super boring since all the fights are basic as hell, and going through the second stage is super tedious because the enemies feel too strong until you're halfway through. Then you get enough of a build put together and just delete the rest of the run. Or you just fizzle out and die. To answer your question: no it doesn't deserve whatever praise it gets. Even the first few runs were just meh until I started feeling powerful. Or a better way to put it would be to say that you eventually become powerful and it feels great, but it's misery until you reach that point. And starting each run feeling miserable kills my desire to keep trying. I beat the game 1-2 times on each of the first three characters, started working on the fourth character and just deleted the damn thing. My most broken run was on the robot, I was generating 80-90 armour a turn and dishing out over 100 dmg a turn after ramping up. The entire third part was just a victory lap.
Intravenous 2 is so great. I played 1 a while back and Mercanarism and the remake of 1 recently, and 2 is just way better than those so far. I love going on rampages, stalking goons with a knife, throwing cans at lights to break them, trapping goons in burning buildings with a flare gun, and opening fire in crowded office buildings yet missing all of the civilians there as the fire alarm I triggered douses the building. My only notes on it are about its poor weapon balancing and AI. The AR-15 is OP. If you silence your AR-15 and get a light spring, reflex sight, custom stock, custom grip, threaded barrel, and extended magazine, you don't need any other weapon. Another contender is any moddable shotgun. If you put a silencer on a shotgun and mod it as described for the AR-15, you start playing a rhythm game. The Nitro Express is like that too, but I can't find it. You don't really need to mod the AR-15 or any moddable shotgun that much, either. All you need to make them OP are silencers and custom stocks. Other than acting as a backup weapon or a lightswitch, pistols are almost useless. Unless you're using the vet pistol, they make too much noise to be effective, and the vet pistol does too little damage unmodded to make the player want to mod it before he realizes that pistols are just lethal noisemakers. The AI can be completely retarded sometimes. Goons are supposed to be increasingly frightened at the sight of bodies and environmental destruction, and they're supposed to communicate with each other and recognize bodies to determine where the player is. This happens sometimes, but I must have made killboxes around doors two dozen times. The AI needs a serious increase in spatial awareness and communication. If multiple goons are shouting, "Oh fuck, there's a guy over there!" nearby goons shouldn't be completely deaf and wonder, "Huh? What? Why are the lights off?" then stumble to their deaths. Additionally, enemies trip way too much. It's fun to shoot enemies on the ground, but when I turn the lights off and hear four enemies trip within five minutes, there's something wrong. I wish I could set off car alarms, blow up propane tanks, sabotage and turn on ovens, and other environmental distractions/kills.
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>>1545612 >I wish I could blow up propane tanks
Currently playing Adventure mode in Forge (FOSS MtG simulator). Finally hit the point where my monored burn deck is able to beat most random foes with a mostly consistent rate. >find Wheel of Fortune, which is one step below some of the most busted cards in the game's history and perfectly counters my deck's main weakness (runs out of cards in hand very quick) >find two lightning bolts and able to stuff my deck full of bolts <that's big because of how rarity works here because of a quirk of favoring newer cards over older ones (since old cards are either unplayable crap or absurdly busted with very little inbetween, and most of that in-between has been reprinted or given similar cards) and favoring main sets over supplemental sets when Bolt is (very deliberately) not printed in main sets anymore+sheer size of card pool >find Mox Opal just sitting in a shop which is bonkers because some items in Adventure mode let you start with (otherwise terrible) artifacts in play >working to get another starting artifact so I can insert some Galvanic Blasts I had for more power And yet from last time I played it, I doubt I'm ready to take out the big bosses since they start with just as much bullshit+have a high starting life (so burn will run out of damage before they run out of life)
The Elder Scrolls - Chapter 2: "DaggerFall" (Unity). Fun, but the copypasted dungeon not so much.
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I just finished Goldeneyes main campaign on 00 Agent, plus the extra 2 missions tributing past movies, with the 1964 emulator and a Mouse injector. That was extremely fun, and made me realize how many later games were influenced by it. I'm about to play the Perfect Dark PC port, but is there anything else on Goldeneye I should look for outside of cheats, like additional content?
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>>1546995 Goldfinger 64
>>1547026 Was talking more about if there's anything else to complete in the base game just so I don't have to come back to it. I'm kind of burned out on Goldeneye and want to move on to Perfect Dark. Thanks for the mod rec though
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I started Stardew Valley back up. Penny is my wife.
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Haven't played Alttp Randomizer on my portable emulator in a little over a year, and I finally gave it another shot. In-game time was 2:47:30, which is way worse than how I normally do, but I was expecting a drop in efficiency after not playing for so long. Will try to do one more at some point, but I don't know if I'll keep at it after that.
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I grabbed this game during the steam sale on a whim because the idea of a Diablo-like ARPG that followed Diablo 1 more than 2 sounded interesting and I've kinda been having a blast with it so far. You can really tell when you play it for a while that the dev(s) definitely have a very clear vision for what they want the game to be. You move slow, enemies hit hard and potions are either in incredibly short supply or overflowing depending on how the RNG gods feel about you on that particular day. I usually don't bother with the hardcore/iron man modes in games like this but the amount of randomization in this game makes it feel more natural to play on that mode than not. Also, the story of the game is almost entirely irrelevant unless you actually feel like reading it, to the point that the backstory and context for why you're even in the tower is contained in a "lore" section on the main menu. Some points that stand out about it: >really great horror atmosphere that's much closer in tone to Diablo than Diablo 2 is >there's no town, and *almost* no trading. Got no use for a piece of loot? Drop that shit on the ground and keep moving >the UI in terms of using skills/spells is a bit clunky/obtuse, but it seems that's by design. You get used to it once you find the handful of abilities/spells that are most useful for your build but it can fuck you in a pinch if you're not on the top of your game >there's no classes or passive skills. Melee and bow/crossbow abilities are tied to whatever weapon you're carrying, the only thing stopping you from using them are stat requirements. Spells are found randomly as random spellbooks so there's no guarantee you'll get the spells you want >the gear you loot takes more of a less-is-more approach. There are fewer item types than your typical modern ARPG, but the enchanted/unique versions of them have a LOT of RNG variation >the enemy variety is really great, you'll learn pretty quick to change up your strategy when facing slow moving melee, fast moving melee, ranged projectile and ranged spellcasting enemies >The abundance of ranged enemies combined with melee ones really emphasizes how you need to get good at prioritizing targets, isolating them, and dodging projectiles >the enemies visibly get more hurt the more you damage them so you can tell how close they are to death since there are no health bars. I guess originally the dev wanted there to be no indication of exactly how hurt the enemies are besides their character model, but he ended up adding outlines to whatever enemy you're targeting that goes from green > yellow > red that can be toggled on or off in the options if you want it or not if you have it toggled on sometimes in the enemy description on the bottom of the screen their exact HP shows up but most of the time it doesn't? Not sure what's up with that For anyone looking to play it, here's some things that might help you >the Diablo door strategy doesn't quite work the same in this game outside of maybe the first few floors since doorways are often too wide to block. Instead, the ideal strategy is to exit the room and stand to the side of the doorway to isolate the enemies that run right up to you before you deal with the more stationary ranged ones >no matter what your build, have a ranged weapon handy. You're given 2 swapable weapon loadouts so if you're maining melee either use a bow/crossbow or a wand to deal with enemies that are just too annoying to deal with up close >2 handed melee weapons have great damage & hit chance and way better weapon skills than sword & board, but you're missing out on possibly more dodge chance/armor/item affixes from a shield >1 handed + sword damage skills kinda suck, but using a shield with enough Constitution lets you deflect projectiles back at enemies with more damage, and the parry window is pretty generous so it lets you deal with rooms full of projectile spammers pretty easily >the only bow/crossbow skill that I've found really useful is the piercing shot, if you have room to kite enemies you can clear out big packs of enemies with it >you're free to go back to any floor at any time and, assuming you found the exit stairs on a given floor, you can teleport to either the entrance or exit for free, so save any enchantment pools/pillars if you're not sure you want to use them, you can always go back >if/when you find a room with an imprisoned demon guy, free him an kill him. He's guaranteed to drop a weapon that can carry you a LONG way if you build your stats for it, possibly to end-game Overall I'd say this game is really worth a try. The biggest problem with it I've encountered is that sometimes, on some floors/mapsets trying to walk into a corner can be kind of a problem where your character won't move as far as you want. It's hard to explain when you're not playing and panicking about getting out of a doorway, but maybe someone else who's played this can relate. Either way, bretty good. I'm happy I found it, I insist on beating it on Iron Man since I think it's the most fun that way.
>>1563054 >1 handed + sword I meant shield, fuck
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>>1562855 >just did an LTTP rando run over the last week in my spare time >took me at least 4 hours because item placement completely screwed me over (didn't even get the pegasus boots until the final 2 dungeons since they were locked behind the three pendants, and one pendant was locked behind completing pretty much every other dungeon >at least beat everything >beat Aghanim, ready to fight Ganon >realize the ONE item I don't have is silver arrows >can't even remember if I left any chests unopened >didn't even save the spoiler log when I made this rando, so I can't take a peek into that
>>1563054 >sometimes in the enemy description on the bottom of the screen their exact HP shows up but most of the time it doesn't? Not sure what's up with that I don't know, but original Diablo showed you resistances and HP of an enemy type if you killed enough of that type. Game sounds cool, I'm gonna check it out.
>>1586286 You get the option to enable a colored outline of the enemy that shows you how hurt they are. As far as resistances, I'm not entirely sure if there are any, and if there are they're hidden. But I would assume that the damage type of the spells they cast would be the same as their resistance anyway, so if resistances are in play and that's how it works it would be kinda intuitive.
I'm playing Zeonic Front, but, as someone who is used to Armored Core 1, I'm having a lot of trouble with it. In Gundam, MS pilots can switch between automatic and manual controls, and for some reason, this game has you use automatic controls exclusively. It doesn't matter how close you are to an enemy or if your senors can pick them up through smoke or if you have a night scope, you have to attack the enemy the way the game wants, by first locking on, and it's frustrating. Compounding this, every melee attack is immediately followed by a jump back, and you're only capable of using equipped melee weapons instead of picking things up, punching, using your shoulder spikes, grappling, etc as seen in non-video game Gundam media. The back button is triangle for some reason. Route mapping is unintuitive. You can't put pilots in suits they don't like. Each pilot has their own special support and combat weapons. Each pilot has their own special ranged weapons. You hear Char's betrayal of Garma yet don't do anything. The simulation missions are as hard as you would expect late stages of the game to be, given how the first few missions of the main game are. You can't jump. You can't hover. You can't dash. Shields don't block ranged attacks. You can't manually block. Does anyone know if the PS3 release is better?
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It’s been a while since a video game pissed me off this much
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I've been playing Black Mesa. It's fun, but I feel like the game is too dark. Even using the handgun lights up my room.
>>2005257 FarCry is fun as fuck, maybe you should get good. You want something infuriating? I've beaten Megaman 1 and 2, really rough around the edges, 3 is much better but it also has massive issues. >>2005622 They made Xen worse than the original somehow, completely gutted the Lovecraftian atmosphere as well.
>>2005648 Oh, I’m having an absolute blast. I was pleasantly surprised. This whole level was really fun too, but that final part filtered me hard
>>2005688 It's really not that hard, just lean and rocket launch it to death during the gaps between the MG fire. The section with the long corridor filled with Spec Ops and Invisible Trigen was way worse I feel.
Currently playing Trails Through Daybreak II. I just got to the part where you find the dungeon hidden underneath the school. I'm starting to the think this might not be such a good video game. Daybreak I was far from perfect, it had a lot of fat that needed to be trimmed and it should have committed more to the darker vibe it teases you with at the beginning, but it was still the best Trails game since at least Cold Steel II. Daybreak II, however, is a drop off in quality so far. The biggest addition to the gameplay are very easy, very boring stealth segments. They're literally Assassin's Creed style missions where you have to follow someone for a while without letting them know. They add nothing to the game and there's even an option to skip them completely. I have no idea why they even added these. A lot of the maps are recycled from the first game, which is to be expected, from a Trails game. However they recycled one of the dungeons as well. What's worse is it's a dungeon that you already had to play through twice in Daybreak I if you wanted to do all the missions. It's the only dungeon that's been recycled so far (as far as I remember), but I fear there may be more. The writing is much worse. Daybreak I by no means had great or even good writing, but it could at least be fun at times. Daybreak II's writing is almost insulting. One of the main characters now has the ability to rewind time whenever something bad happens. The game will shock with characters suddenly being killed in violent and bloody ways, at which point the aforementioned character will hit the rewind button, and then you have do something differently that you weren't even able to do before. And the game tells you exactly what that thing is. I just played a segment where the game hits you with that two times right in a row, plus a third time where someone appears to die, only for the game to say "just kidding, they're actually alive" ten seconds later. It removes any tension the story might have had. One thing annoying about Daybreak I that is even worse in Daybreak II is the social commentary. For some reason, Falcom has decided to tackle various socio-political issues, like the immigration crisis, always from a left wing perspective, and always in the most hamfisted way possible. I think Falcom may be the most left wing game developer in Japan now. I don't if the Falcom devs themselves are becoming more left wing or if they've been infiltrated by filthy western gaijin, but it really clashes with everything else going on in the game's world. All of that being said, running around the game world and talking to people is still fun, so I'm going to keep playing it. Maybe it will get better.
>>2008774 >The writing is much worse. Daybreak I by no means had great or even good writing, but it could at least be fun at times. Daybreak II's writing is almost insulting. One of the main characters now has the ability to rewind time whenever something bad happens. The game will shock with characters suddenly being killed in violent and bloody ways, at which point the aforementioned character will hit the rewind button, and then you have do something differently that you weren't even able to do before. And the game tells you exactly what that thing is. I just played a segment where the game hits you with that two times right in a row, plus a third time where someone appears to die, only for the game to say "just kidding, they're actually alive" ten seconds later. It removes any tension the story might have had. Sounds awfully similar to Steins Gate, like a bad joke.
I tried Balan Wonderworld, because I love Sonic, and I love NiGHTS, and I even love Rodea: The Sky Soldier, so I thought surely Balan couldn't be as bad as everyone says. Well, I guess it's not that bad, but it is terribly boring. I feel like I must be playing it wrong, because surely I'm missing something. The game is by the creators of Sonic and NiGHTS (and one of the creators of Rodea) and you can see ideas that Yuji Naka has always been obsessed with. >1) Simple controls. Like Sonic and NiGHTS, your character is controlled with only the joystick for movement and a single action button that does everything else. And well you do you other buttons to switch between costumes (which function as movesets), but that's effectively menu control and doesn't count. >2) Jesters who help people, namely a playable male and female with different cutscenes but the same gameplay, in their dreams by allowing them to transform into him so they can achieve their dreams in real life. This game has pretty much the same story and protagonists as NiGHTS. >3) Michael Jackson. From Moonwalker to Sonic 3, to a noted inspiration (among many) for Sonic's character design, these guys love Michael Jackson, and Balan is basically just a cross between MJ and NiGHTS. Also he dances. So it's basically a 3D platformer, but the gimmick is that you can only do one move at a time, based on what costume you're wearing. Or rather, you only have one action button. Sometimes holding the button or rapidly tapping it or things like that will get you additional effects. Unlike Sonic Adventure, which had a single action button but also a jump button, jumping counts as an action here. Some costumes can't jump. Some can't attack, and only have some sort of traversal skill. So basically you're going to always want to carry a costume that can jump and attack, and then you need to switch to it every time you need to do either. Luckily many also have more passive abilities, like sticking to certain walls, or swimming, and those don't really use up your button. The problem with all this is that you can only carry three costumes at a time, and switching between them isn't quite instant. That little pause gets annoying after a while. Every time you get hit, you lose the costume you're wearing. You can collect more costumes, including duplicates, and they respawn, so you can farm for them if you want. When you collect a fourth, the third on your list gets sent to a bank. If you get hit, you don't automatically get a new costume from the bank, you're just left with two. You can swap which ones you're carrying with ones from your bank (and fill any empty slots) at any checkpoint. This results in times when you reach a point in a level where you clearly need a certain costume which you have in the bank, and then need to backtrack just to get to a checkpoint so you can swap out the costume you actually need. I would have preferred greatly if you could just pick any costume you had banked without needing to go to a checkpoint, but I suppose the problem there is that costumes are also effectively hitpoints, and this would let you collect way too many hitpoints. Also, to use the bank, you need to stand still on a checkpoint for a few seconds, which isn't explained, so it's easy to just walk over them and not notice anything will happen if you stand still. I only tried standing still on them because I wanted to fast travel between checkpoints and it looked like something you could maybe do. You can't, but that's when you discover the whole bank system, which is really essential due to the backtracking requiring you to bank costumes in later levels and bring them back to earlier levels. I'm unsure if I'm just playing wrong, because it sure seems like the game intends you to backtrack and return to previous levels with costumes you don't get until later levels. But to be fair, the game lists how many collectables are in each level, and while there are some that seem just out of reach and beg for a new costume, there are many I just haven't even spotted yet, despite thinking I explored the levels well, which makes me think and hope that maybe it's my own fault. Sometimes there is actual tricky exploration and platforming, but not often. The game seems trivially easy, unless it's actually so tricky that I can't even see the challenges that I'm missing. But I'm usually pretty good at exploration and platforming in games, so I must really be missing a lot. The game also includes creatures called Tims, which are blatantly this game's version of Chao, or more accurately, Nightopians. Despite clearly being Chao, they're much simpler, basically as simple as Nightopians from the original NiGHTS game. You collect these different colored jewels around the levels, they're your coins or rings, and then in the hub world you feed them to your Tims. They change color based on which color jewels they eat. When a Tim eats enough it grows bigger, and when it's at its biggest size, you can throw a smaller one at it and they'll have an egg, which hatches into a new one. You can also find new Tims and eggs in levels. When you enter a level, I think you bring a max of five Tims with you, and they behave differently based on color. Like one color might attack enemies for you, another might grab jewels, another might be more likely to find eggs. Really they're so weak and useless that even though they're supposed to do these things, they don't matter. All that happens is they can die if they get attacked by enemies, and you don't get to choose which Tims go into a level with you, so if you have one you don't want to die, and he follows you in, I guess you gotta quit and keep going back until he doesn't follow you in. You don't want to waste a big Tim that is almost ready to breed. Also, if a Tim eats enough jewels of a certain color, he'll get a medal in that color, and if he gets all medals, he can apparently become a Rainbow Tim, which I haven't done yet. What the Tims are actually for is this thing called The Tower of Tims in the hubworld. It's like a marble run that the Tims play on, and when they do, you get points, and when you pass point thresholds, the tower gets bigger and adds new elements, and the new elements also help you get new points. This is very prominent whenever you're in the hubworld, and I certainly thought you'd be working toward something. Then I started getting so bored that I thought I was missing something. I was missing some of the details I mentioned, but as I mentioned, they don't actually matter anyway. And neither does the Tower. It doesn't do anything even once you complete it fully. I hear Yuji Naka said the game was rushed and not complete, and I believe it, because he does seem ambitious when it comes to his odd ideas. He's been trying to execute them for 30 years. Surely he wouldn't have left the Tims being so simple and useless if it was actually up to him. Surely he would have liked them to be at least as complex and fun as the Chao. He wouldn't want to take a step backwards. I also expect the levels would have been more complex and interesting if the game had more time. As it stands, they're very simple and boring. Then again, I haven't 100%ed them yet, and I'm not even sure if that's due to needing to backtrack or due to them actually being so complex I can't comprehend the parts I haven't found yet. I expect it's the former, though. So yes, it's a very boring game. So boring that I'm not sure if I can bring myself to beat it. But is it so bad that its creator deserved to not just lose all the goodwill he had left from Sonic and NiGHTS, but actually get sent to jail over it? Maybe.


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