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octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,913
Location
Bjørgvin
My character after completing the first part of Evil Islands: Curse of the Lost Soul.
Very limited use of companions. Used them mainly to finish off some of the toughest enemies like Lake Lizards and The Demon. Used Archer as support, but even with 70 Attack and a Longbow made of Dragon Bone he hardly made a dent in the enemies. The Sandwoman was much more useful as a healer/buffer, and with her help I was able to make a frontal assault on The Dead City.

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A horse of course

Guest
SHOGO: Mobile Armored Division



Yes, I'm pretty late to this - I've had it on maGoG for years but could never get the damn thing working acceptably until last week. Monolith's other big stumble in the early 3d FPS market shares more than a few elements with Blood II - quite literally in fact, as parts of Blood II were cobbled together with assets from Shogo. Both games are an absolute mess of narrative progression, level design, balance, unfinished and broken cutscenes, and bugs, but Shogo's critical reception seems to have been relatively mild compared to The Chosen, possibly due to being standalone and lacking the baggage of fan expectations.

As these messes often do, Shogo started off as an ambitious idea - a Battletech FPS/sim with considerably more freedom of navigation than the final product. As usual, the project quickly sank into the mire of development hell and six months before launch the studio made the decision to cut their losses and release what they had in the best shape it could be hammered into. The end result is a murky swamp of bland industrial bases, lifeless cities and terrifying aborted anime character models. Apparently some on the team wanted a grounded, Patlabor-esque approach to the art direction whilst others drew from more stylized mecha OVAs, resulting a rather unconsistent (sometimes creepy) look to the various assets.

For tonight's gameplay, monsieur will be served a laughably short early-00s FPS with hitscanning enemy soldiers who can randomly crit-gib you from across a room the milisecond you turn a corner. I tried playing around with the difficulty but it seemed to make very little difference - most of your deaths are from instant crits on any level of difficulty - you can be splattered by a single hit on easy where you might've survived several wounds on hard. Mecha combat is much less prone to RNG deaths (assuming you avoid stepping on cars), but you still end up playing it more like Raven Shield or SWAT once you hit enemy mechas with nuke cannons. Most environments are bland, visually incoherent, or both, but the actual level design isn't that bad - it's reasonably logical and doesn't rely too much on backtracking, unlike Blood II.

Narratively, the story isn't difficult to follow per se, but it is missing a lot of pertinent backstory and there are numerous instances of levels obviously being scrapped and leapfrogged, then explained away in text exposition at the start of the next playable sequence. It's weak, but comprehensible, and unlike in Blood II, I did laugh at a few of the jokes.

Craig Hubbard has mentioned he'd love to resurrect Shogo at some point in the future, but apparently nobody is interested. Not a great loss - there are far better anime-inspired western games, better FPS, and better mecha games out there.

MAGIC CLAW

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yellowcake

Arcane
Joined
Dec 11, 2007
Messages
3,041
Location
Alas! in my skull
Dragon’s Dogma: Dark Arisen




This is a really weird one. Whilst I was initially quite excited about the prospect of an open-world fantasy RPG with actually good combat, I must’ve uninstalled the game two or three times during my playthrough of the main quest. The plot was excruciating. NPCs were flatter than my ex-wife. The sidequests were interminable fetch-and-farm endeavors. Traversal between different areas of the map is soul-crushingly tedious. Enemy variety is absolutely pathetic, and I probably made a horrible mistake by ignoring warnings about not playing a standard melee class. Environments are ugly as sin and have little of interest to uncover via exploration. The soundtrack was entirely forgettable. Then, strangely, the game seems to improve right as it’s ending. The narrative and dialogue start to hint at more intriguing subplots and background lore. The final dungeon is moodier and more challenging, and the music takes on an ethereal but material, otherworldly but homely air. Then it’s over. What happened? Did they run out of time, hack the game to pieces, and just push It out the door?

I didn’t even really intend to go through the DLC dungeon, Bitterblack Isle, since I’d read it was basically a high-level postgame challenge and I hadn’t even enjoyed the main game, but thought what the hell - might as well take some screenshots. I entered and almost got one-shotted by some palette-swapped goblins. But the combat was intense, the loot was actually quite good, the music was better, and just the general feeling of hacking through the dungeon reminded me of old fantasy art of a party of adventurers braving the depths of ancient ruins – you know the stuff I mean. So I kept at it. The monsters got bigger, scarier, and more varied, the loot kept getting better, and the stakes got higher as you got farther and farther from safe havens. It reminded me a lot of Souls games, but without so much of the frustration I associated with that series. You started thinking carefully about how far you could push the party and its resources, and how much loot you could carry back. You looked for alternate routes and hedged your bets against random invasions from high-level monsters. The route to the final boss is dripping with atmosphere and after dying two or three times with a comically underpowered character I finally got his damn attack pattern down and beat him. At this point I’d completely reversed my opinion of the game and wished the entire vanilla map had been built around this carefully curated dungeon crawling.

Beating the DLC once opens up a second run of the entire area - locking everything behind you, flooding the area with even worse minibosses, and spawning an upgraded version of the final DLC boss. I didn’t enjoy this run as much as the first since, depending on your build, you really need a character of roughly double the level and equipment of what you need for the first run. This makes grinding the same areas over and over again 100% mandatory, though the second run triggers a flood of new sidequests for the best weapons and armor, which gives you a real target beyond watching the XP meter rise. My other complaint goes back to playing a standard melee class - which was even more frustrating in the DLC due to the necessity of relying on AI ranged and magic classes for most of the harder enemies. Spending every fight running around waiting for your pet mage to use the correct spell or your archer to hit the right target is maddening. Still, you do get that tiny ego boost when you finish everything after so much effort.

I honestly can’t say for sure whether I can recommend Dragon’s Dogma or not. Based on the main game I’d probably say no. It’s one of those games that doesn’t outright fail at anything in particular, but it’s so uncompromisingly mediocre that it ends up even less than the sum of its parts. From a gameplay perspective the DLC area really clicked for me, though. It’s so very tightly designed, with the interconnected map, encounter design, loot progression and general challenge scaling coming together almost perfectly. Unfortunately, if you’re interested in roleplaying, story, dialogue, characters or interesting quests then there’s not much for you anywhere in the game. Also, never forgive Pearl Harbor.

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I'm sorry sir but I have to admit you have bad taste in computery graphics. DD is one of the best looking games I know.
 

A horse of course

Guest
Duke Nukem 3d: Alien Armageddeon mod (don't ask me which fucking version. Sometime around August 2019, I dunno)



One of the biggest releases of the past year or so, Alien Armageddeon has all the usual custom content you'd expect from a big cherry vanilla TC - new weapons, new enemies, new level packs, music, sound effects and all that good stuff. Probably the most notable addition is the addition of classic Bombshell as a co-op partner controlled by a friend (lol) the AI, or solo if that's not your thing.

As is true of most big eDuke projects, each level is gargantuan, brimming with environmental details, hidden items, secret jokes and sometimes alternate paths. Functionally they're mostly what you'd expect - keycard hunting with some minor variation in objectives here and there, such as a timed escape from sunken ruins. The general feel of the new weapons is of course classic Duke, and enemies are usually supercharged versions of their vanilla compatriots, though there was one slightly irritating long range, sniper-like enemy you'd only really want to counter with the his own railgun. I'm not an enormous fan of long-range combat in Build games, and it was one of the things that turned me off Ion Maiden when I tried it last year. I think AA follows the modding tradition of urban levels playing to the strengths of Duke - environmental design, interactivity, civilians running about and so forth, whereas the secret bases, alien hives and such are less interesting to explore or intuitive to navigate. Perhaps that's just me though.

There are only two or three particular issues that drag the experience down a little. First, there's an annoying radar screen added to the UI for some reason. You might counter that it can probably be turned off, but the fact is that's it enabled by default. As something of an artist myself, I respect the intentions of the creators. Second, I felt like a few sections were balanced around having two players rather than going solo - especially when they throw a lot of miniboss enemies at you. Thirdly and most importantly, it was difficult to decide which of the two playstyles was less gay. Now, if you play as Bombshell, you're likely a man being digitally transferred into the body of a bimbo-ized "companion" to the AI-controlled Duke player. This strikes me as very similar to a lot of bisexual sissyfication fantasies. Conversely, if you play as Duke, and the AI Bombshell is your companion, that's acceptable, right? Not if you think about it more carefully. Duke is not a tabula rasa avatar waiting to be "worn" by the player - Duke is a strong, independent character with a clear and unambiguous personality of his own. In this way, if you play as Duke and become aroused by the Bombshell sprite, this is somewhat similar to NTR fantasies of being the "bull" who lusts after the object of the protagonist's (the player) affections. If you do download the mod, I recommend you think carefully about these issues before asking a friend to join you in co-op. Taken alongside the addition of a trannification ray as a new weapon, it raises serious questions about the intentions of the mod authors, some of whom may well be European.

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Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,653
Location
Mazovia
Duke Nukem 3d: Alien Armageddeon mod (don't ask me which fucking version. Sometime around August 2019, I dunno)



One of the biggest releases of the past year or so, Alien Armageddeon has all the usual custom content you'd expect from a big cherry vanilla TC - new weapons, new enemies, new level packs, music, sound effects and all that good stuff. Probably the most notable addition is the addition of classic Bombshell as a co-op partner controlled by a friend (lol) the AI, or solo if that's not your thing.

As is true of most big eDuke projects, each level is gargantuan, brimming with environmental details, hidden items, secret jokes and sometimes alternate paths. Functionally they're mostly what you'd expect - keycard hunting with some minor variation in objectives here and there, such as a timed escape from sunken ruins. The general feel of the new weapons is of course classic Duke, and enemies are usually supercharged versions of their vanilla compatriots, though there was one slightly irritating long range, sniper-like enemy you'd only really want to counter with the his own railgun. I'm not an enormous fan of long-range combat in Build games, and it was one of the things that turned me off Ion Maiden when I tried it last year. I think AA follows the modding tradition of urban levels playing to the strengths of Duke - environmental design, interactivity, civilians running about and so forth, whereas the secret bases, alien hives and such are less interesting to explore or intuitive to navigate. Perhaps that's just me though.

There are only two or three particular issues that drag the experience down a little. First, there's an annoying radar screen added to the UI for some reason. You might counter that it can probably be turned off, but the fact is that's it enabled by default. As something of an artist myself, I respect the intentions of the creators. Second, I felt like a few sections were balanced around having two players rather than going solo - especially when they throw a lot of miniboss enemies at you. Thirdly and most importantly, it was difficult to decide which of the two playstyles was less gay. Now, if you play as Bombshell, you're likely a man being digitally transferred into the body of a bimbo-ized "companion" to the AI-controlled Duke player. This strikes me as very similar to a lot of bisexual sissyfication fantasies. Conversely, if you play as Duke, and the AI Bombshell is your companion, that's acceptable, right? Not if you think about it more carefully. Duke is not a tabula rasa avatar waiting to be "worn" by the player - Duke is a strong, independent character with a clear and unambiguous personality of his own. In this way, if you play as Duke and become aroused by the Bombshell sprite, this is somewhat similar to NTR fantasies of being the "bull" who lusts after the object of the protagonist's (the player) affections. If you do download the mod, I recommend you think carefully about these issues before asking a friend to join you in co-op. Taken alongside the addition of a trannification ray as a new weapon, it raises serious questions about the intentions of the mod authors, some of whom may well be European.

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Which version?
 

A horse of course

Guest
Ed123, did you have all these 'reviews' pre-written and are you just reposting them, or are you composing them as you go? (And this is since you were last on Codex... a year ago?)

Everything before Shogo is mostly pre-written except for some modifications to reflect major changes in the geopolitical scene over the past year.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
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Daikatana with 1.3 patch.

Just finished the first episode. Sidekicks' pathfinding, while still not perfect, is drastically improved upon original - so far those two morons got stuck only two times. Because of that i'm actually running with them instead of asking them to wait and then clearing the whole map by myself like i did on my first playthrough.

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A horse of course

Guest
What is The Codex opinion on SH3 is it worth playing through?

Definitely, although it's much more combat-heavy and overall the most difficult game of the series, in my opinion (objective fact).
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,370
Langrisser I & II Newshit Remake

New art:

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Old art:

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Beginning of L1, old art, new maps:

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:decline:

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New "Class Tree" menu:

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Brand new "Skills" menu:

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Main view:

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:roll:

Character art (+ jap voiceovers):

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New "unit list" menu:

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Combat ("regular" HP instead of 1-10 range looks weird, but works p. much the same as before):

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Spot differences between old and new characters' art:

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^ This may be relevant to Ed123

Anyway, we meet the bad dudes:

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