Homeworld: Deserts of Kharak - first time playing it, it was a lot better than I expected. Thought it would be a disappointing cashgrab hyped purely on pedigree and made by has been developers, in particular because it was retooled into a homeworld game after Epic got the rights, was pleasantly surprised instead. However considering that the first 2 or 3 missions are pretty much a tutorial, all in all the campaign is way too short. Still a nice RTS romp, with good music as well and a nice setting.
Homeworld Remastered - a bit better than it was on release because they did some engine modifications but this is still HW1 in the HW2 engine.
Starfield - the best way to describe this game is to say "a bethesda game without a handcrafted open world you can hike around", you get left with sometimes maybe even slightly improved but still crappy Bethesda game design (dialog system better than ever, background/trait related tagged options appear sometimes, nice multi-stage persuasion system, only almost all the choices are meaningless and writing/design sucks) and a ton of copy&pasted filler sprinkled through the magic of procedural generation across I forgot how many planets and moons. If you were into settlement-bulding autism in Fallout 4 even you will be disappointment with the outpost system in Starfield. The bulk of the main quest sucks and consists of go to X, do shitty minigame, go back to base to learn where to go next and do the same shit again.
At times it does do some things interesting with the main quest very late into it. And it has some decent homages to various SF classic stories/episodes/tropes (and not just shit normies would be familiar with) across the game, but bethesda's shitty writing, quest design and non-ending pretty much sour the experience despite that. I have to however give Bethesda some credit for not going the obvious star wars or star trek copying route regarding the setting and (mostly, bar the
alien(?) space magic/force like powers) the main quest plot. It might be a juvenile and failed (too much of a theme park for one, plus bad writing) attempt at creating a human-centric grounded "nasapunk" setting without blatantly impossible spaceship designs or whacky rubber forehead aliens everywhere, but this was not the lazy uninspired low-effort path of least resistance unlike going for a star trek or star wars clone which I expected given bethesda's track record. Furthermore it is clear that bethesda wanted the game's universe and procedural system to be more ambitious (seamless planet surfaces no man's sky style for one, there's enough left over in the game to hint this was the idea at some point), but utterly failed and tried to salvage what they could by down-scaling the technical scope. Anyway no way in hell modders or Bethesda will fix the game ever.
Per Aspera - I think this was the third time I beaten this. This is a martian terraforming sim/builder/logistics chain game, with too much storyfaggotry and writerwank about the terraforming AI main character the player controls. Even worse the actual game in story mode is constantly interupted as your AI character constantly babbles its thoughts asking some meaningless LARP question where you need to pick the answer (this is how you get a Butlerian Jihad to happen I figure). The only real choice is made at the very very end in one specific event. Sandbox mode doesn't have that though, but it also doesn't have combat (no loss honestly) and some cheevos related to events like nuking the poles (can't nuke them in sandbox, sadly), nor the challenge/speed run one I was going for this time, where you need to beat the game and a post-game objective under 100 martian years.
However the good thing about this one, with all the paid and free DLC anyway as originally it was yet another obviously not finished game released as 1.0. where the developers were finishing shit post-launch, is that it's really the martian terraforming game. It is essentially what you had about the subject in the Red/Green/Blue Mars trilogy simulated on a global scale game, with all the locations one might recognize from those books neatly labeled on the martian globe. You mine shit and manufacture shit to dump it into megaprojects like solar mirrors, hurling comets at mars, space elevators etc. all meant to directly or indirectly terraform mars. There's stuff modeled like CO2 frozen in the poles and trapped in the regolith, ice deposits can be mined but also melt away into sea level as the temperature rises, flooding, all on a planetary scale heightmap of mars reflecting real martian topography. Later on the climate and seasonal patterns simulation becomes important, as it affects your efforts to spread lichen and plants across the planet. There are colonists and colonies but they're essentially a research factory (still crucial to win though) without deeper simulation mechanics, just input enough of 2 resources, that is water and food (and I guess power like everything else needs).
Resident Evil 2 (Gamecube) - I replay this once every 2 or 3 years I think. Played Leon A and Claire B, went for A ranks in both and got them. While less "survival" than the first game and easier from an ammo perspective, there's just something about the ambience and the locations it takes place in that makes it for me the best one. That and the scenario A and B gimmick is great, but sadly this is one of those ideas that was only possible in the still pioneering years of the vidya game industry that were in the 90s, as nowadays no AAA developer would do this because of retarded focus groups, corporate committee bullshit or whatever.
Resident Evil 3 (Gamecube) - Best considered as a more actiony spin-off, while the level design and puzzles are a step down from RE2, the zombie ITZed urban locations still have some charm and Nemesis is one of the most iconic antagonists games ever had while also elegantly simple in concept.
Resident Evil 4 (Gamecube) - This is where the series turned towards full-on action and is basically a slow shooter, haven't played it in at least 15 years unlike the other games from this series. It's ok as an action-b movie like video game romp, but especially now after playing Code Veronica last year for the first time, the direction they took with 4 is very disappointing. Full 3D and I guess TPP was an obvious next step, but they shouldn't have gutted the puzzles and went all guns blazing with this series. As one of those games that pushed the ATI hardware inside the cube to the limits (well it was an exclusive for a while), it still looks rather good still, bar the obvious texture-up-close issues.
Star Wars Episode 1: Racer (Dreamcast) - I've been playing it on and off for 2, maybe 3 years and I finally got around to seeing the credits. Although confession: I did not win that one optional circuit track, the third out of four on that fucking gas giant (Bespin?), it's too fucking hard. The rest however, including the final optional lava one, had 1st place everywhere. Played with Anakin, of course. DC version is a bit choppy at times unfortunately. The career mode has a "weird" ironman-like reward system where you get credits only the first time you finish the race in 4th or better place unlike the typical way these games work with repeating beaten races/cups, so you can get fucked if you don't metagame around that. Still a lot of fun racing, sadly it also reminds me that we can't hope for good Star Wars games anymore.
Road Rash with improvement patch (Megadrive) - well my megadrive is not overclocked so I barely noticed the fps improvement, fps are still in the low teens making the snes star fox look smoother
. Don't know if I wouldn't just get rid of software sprite scaling in the original developer's place (I guess they wanted to save on ROM size), maybe one day some autist makes a sega CD enhanced hack that throws the sprite scaling work to its scaling chip. As for the game itself, if you can live with the awful framerate (not an issue in an emulator, as it can run in overclocked CPU mode) this is very fun and quite relaxing. Drive forward across californian countryside, punch competitors, earn money for new bike, try not to trash your bike on obstacles or get caught by the popo. The music is actually quite decent for a western-developed megadrive game, although a bit twangy (which is why it reminds me of the JA2 music, maybe the same guitar sample was used as a basis?).
Magical Hat Turbo Flying Adventure (or something along those lines, everyone calls it Magical Hat online) (Megadrive) - the japanese game known for being retooled in the west as Decap Attack (which I didn't play FYI), as it was based on some manga or anime so I guess like with other such games licensing issues and/or 0 brand recognition were the problem. Rather easy for a megadrive game, quite colorful but all in all it's an "ok" 16bit platformer with level layouts going beyond just going to the right all the time. Also the music is quite nice at times, those Japanese composers sure knew how to do FM synth music.
Ecco the Dolphin (Sega/Mega CD) - I already wrote in the other thread about games I enjoyed this year about this one, but in short, it's a more polished (but still rough) version of a 16-bit diamond in the rough. In particular it has checkpoints in levels which makes it far less frustrating than the cartridge version (some levels are very long and have much bullshit which can kill you). Swim as a dolphin, don't drown/run out of air, navigate mazes and do puzzles or reflex-based swimming sections, learn to hate those fucking spidercrab enemies, engage in a rather original science fiction plot. Be surprised that it has insanely difficult 2-3 first levels and then suddenly it drops off for 10 or more levels being merely challenging, until the very end, having this weird |_| canyon shaped difficulty curve. All in all this is actually a rather "artsy" game for a more mature crowd. Fantastic vangelis-like synthy oceanic ambient soundtrack in the CD version that is one of my go to choices nowadays as work background music or when I want to take a nap or just chill in bed.
Days Gone - as far as open world games go this one is similar in quality to the Mad Max one. That is to say it gets repetitive and just drags on and on at some point, with the player not getting any new toys or mechanics or whatever carrot on a stick besides story (which is merely ok). Anyway it's a game with bikers in post-ITZ zombie-infested Oregon. Stealth and combat are better than in mad max, vehicle action worse. Gimmick with zombies nests/roaming in the dozens or even hundreds that you can try to eliminate was nice though. I also have countryside roadtrip autism so riding the bike across digital post-ITZ oregon was rather fun for a while, as was scavenging for gas (until you learn the gas cans respawn in the same places, sadly). Very easy game after the first few hours, you just need to get a few perks or talents or whatever to not suck at combat. I also like the biker theme, more games should use bikers as characters, very underused concept despite biker subculture being quite compatible with games.
Dark Souls - it's dark souls, everyone and their mother has an opinion on it by now. I've beaten it for the first time, previous 2 attempts were dropped shortly after beating Smoug and Ornstein. Game is rather easy after that point besides the four kings boss and the final boss. I like how impactful thwacking things with my axe felt (always started as a Bandit) and that the game rewarded patience and a cool head rather than twitchy button mashing. The quality however does drop off after Anor Londo, although really every area after the Undead Burg can't compare to the Burg IMO.
Megaman X (SNES) - great 16-bit action platformer game despite the limitations regarding firing direction, still quite fun and not as difficult as I remembered it (although checking the optimal boss order online certainly had an impact
) after playing an emulated version or the MMX collection one all those years ago. Also that music in Sigma Stage 1, on headphones and going out of the original hardware, I was honestly quite surprised by how damn good it sounds considering the sound memory limitations and low-quality snes sound samples tended to have. The composer and sound programmer were ridiculously good.
Lord of the Rings Tactics (PSP) - an obscure janky piece of a tactical game, that you would expect to be a low effort shovelware cashgrab with some FMV sequences from the movies. Despite shitty framerates and general jank, the tactical part is quite decent with zones of control, attacks of opportunity, crowd control, a character system with quite some freedom in leveling up attributes or skills, so the developers actually cared. A bit grindy (the difficulty of the mandatory chapters seems to require grinding beaten chapters for more exp+gold, even if you do beat all the optional ones along the way), too many chapters require using specific characters (Gimli warms the bench too much), the evil campaign has shitty hero availability on top of the restrictions (BFME 1 on PC had the same problem in the evil campaign). Also ultimate abbilities/spells say "summon ents", but instead of ent units that exist in the campaign, it is just a whole map all enemy damaging spell, and every ultimate ability is like this.
XCOM+Enemy Within (PS Vita, out of all things) - this port has a very bad reputation due to technical issues, but while very choppy, with long loading, some crashes and with noticeable asset pop-in issues that increase downtime between turns, it was actually rather decent to play from the couch while babysitting or in a boring online conference call. Also it crashed like 3 or 4 times.
XCOM 2+War of the Chosen - last time I played this game I played on the highest difficulty and dropped it since it got tedious (I was already quite far with those oculus/sphere of doom enemies showing up in random missions), wondering how the hell I have beaten it on that difficulty in the past. Turns out I never did, I played on the one just below and I did so again this time. Besides the even further dumbed-down strategic layer due to lack of interceptions and even simpler base building, I mostly like the changes it did vs the first game, especially the ones meant to make it feel like a resistance against the alien menace such as stealth and the varied often hit and run mission types. Only the zombie "lost" missions were a bit tedious.
Mass Effect - went renegade vanguard, played this for the first time since ME3 came out, as it pretty much killed the franchise for me and made me erase interest in it the same way GoT's ending ruined that franchise. Mako traversing too fucking steep mountains still suck, mako driving clockwise after landing to get all loot still sucks and makes exploration busywork and unfun. Soundtrack is still good and there's no reason for me to write more and further beat the dead horse of what it does bad and good as a game.
Mass Effect 2 - continued as renegade vanguard. While the biotic powers got nerfed hard, in general I think this one has the best combat in the series. ME3 has horrible bullet sponges and required me to really turn down the difficulty due to how tedious the combat was because of it, ME2's enemies meanwhile die reasonably fast on the penultimate difficulty. ME1 had crappy tech powers and meh shootan, plus also got spongy at times, so saying ME2 has best combat is an easy choice here for me. Also ME2 orange filter is more eye-pleasing and I guess subtle than the crappy red/blue tint everything in ME3 has making that game ugly as sin (might as well make everything brown, as bad IMO). The unfortunate dumbing down from ME1 is a another dead horse I won't beat.
Crash Bandicoot (PS1) - fucking hard to get 100% in it, which I didn't yet, partially due to some design choices they fixed in the sequel (and in the remake) like crates not getting saved at checkpoiints. Forgot about that one because last time I played it was the remake version back when it released on Steam. Also fuck the bridge to nowhere level or how it is called. Anyway the whole trilogy on the PS1 is a nice 32-bit spiritual successor to the Donkey Kong Country games only using 2,5D, still feels closer to a 2D platformer than something like Mario 64 or Spyro.
Crash Bandicoot 2 (PS1) - I remembered this one being easier than the first game but still hard, unlike the 3rd one. Actually it is just as easy, managed to 100% it in a few evenings. The low polygon art style from this game onwards holds up very well, Crash 1 still looks decent but some weaker parts in the assets, but this one has more consistent quality in the art and assets.
Crash Bandicoot 3 (PS1) - Good babysitting tool, although convincing my kid to maybe let me do a level where I don't have at least a gold relic yet is not so easy. Also educational, since my kid learned new words/things such as the pyramids, two headed ogres and some other stuff by watching me play the game. Quite easy besides maybe 3 or 4 levels. Also that prehistoric stage music is a real banger, although the series in general has some nice and mostly catchy cartoony tunes (the prehistoric one isn't one of those though).
Super Metroid (SNES) - it's super metroid, another game where everybody has an opinion on it by this point. I have to add here that I forgot how quite big but also fairly self-contained Maridia was. Was fun, played it and finished for the first time in possibly almost 20 years, and I have to admit I got stuck a few times (some things are very not obvious).
Wipeout Pure (PSP) - I'll just tick it off as beaten despite not seeing credits since I already unlocked all the tracks and everything besides the final speed classes. Definitely better than Fusion and solidly revived the series after Fusion's weak reception (still like it a lot, but it has issues), even if I miss the upgrade system from that and the long tournaments, because simply the racing is better. It's actually 60 fps for one, the physics are nice, also it was nice to see this is where some iconic well designed tracks I quite liked in Wipeout HD came from (from this game, obviously). Main flaws are that the two downloadable (they were free though) sets of tracks/tournaments (delta/gamma) are rather meh both from the visual side and from the track design side. The other one is that the unlockable and downloadable classic tracks are all done on the cheap as kind of flat-shaded polygons with no textures (probably to keep size and development time down). Also good soundtrack, unlike the kind of meh one of Wipeout Fusion, and you can even "acquire" (not sure if it was paid DLC or not back in the day) some of the iconic first Wipeout soundtrack to be part of the ingame playlist for those mid-90s rave vibes.
Subnautica - replayed it for I think a third time, while far from perfect for me this game was one of the best gaming experiences I had in the last 10 years. I didn't have that much joy from discovering things by accident since I played Fallout for the first time looking for the waterchip (and restarting the game many times due to the time limit until I found the damn thing), and similar to Fallout I wish I just forgot everything to once again experience that joy. A repeat playthrough just isn't that good, although the diving is quite zen despite some nasty overgrown sea beasts wanting to eat you. In particular I enjoy exploring sunken wrecks (very tricky to navigate and easy to drown), looting the aurora (you need to come prepared or come back multiple times with more tools, so it has this feeling of a castaway survivor adventure/scavenging expedition), and discovering things like alternative entrances to new zones as I dive deeper and deeper. Also really liked that there's no map or even compass and you need to use the tools available (beacons) or reference points to navigate and figure out where you are and figure out where to go to "progress" by yourself, unlike pretty much every modern game made for the lowest common denominator filed with quest compasses and GPS. Craftung and resource gather is a bit tedious at times, but the fixed location of the resource spawns and some tools later in the game mean that after a while you can do it in 5 minutes and then spend the next hour or more exploring, bar crafting some endgame stuff needed to beat the game.
Colony Ship - party control in combat, actual in-game world interaction/exploration rather than through dialog and far far less branching than AoD. Has an actual turn-based stealth system that I really liked. In general seems seems that the content isn't as fleshed out after Act 1. The learning by doing skill system was a surprise, it results in the game being far easier than AoD as you can finish it without metagaming around skillchecks (might miss some optional loot though). Liked it very much, finished it twice. Since I only played it and Starfield out of games released this year (and KSP 2, but that game can't be finished, yet), this is my obvious choice for GOTY this year.
Abandoned playthroughs list of shame (I have more on hold or ongoing in general, these however are abandoned/on hold for good reasons I need to complain about):
Mass Effect 3 - might resume in the next year, after the bad aftertaste of the frustrating tedious bullet sponge combat disappears, as mentioned in my comments related to ME2.
Wasteland 2: Director's Cut - tried replaying it, originally finished the non-DC version. Almost every combat encounter plays the same, so I dropped it during the canyon of the titan. Colony Ship has better encounter design and general combat mechanics. Should have replayed (and actually finished this time) Dungeons of Naheulbeuk instead of this for a TB tactical fix, or maybe replay and actually finish Divinity :Original Sin.
Elite Dangerous - I know this game doesn't really end. Anyway needed to say this is still tedious and boring and I have no clue what got into me thinking I give it yet another shot. Probably a side effect of playing Starfield and wanting to fly around space.