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Screenshot thread

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
Dodo1610 all japanese SH games are worth playing.

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).
SH4 is harder
 
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The Red Knight

Erudite
Joined
Apr 18, 2017
Messages
485
h6Gak1t.png

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j2Ts893.png

Note the Backdoor Hobbits posters on the walls.

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I think it's impossible to not get rich in this particular casino game.

wnICpdG.png

Robbing some mansion.

2C8LGfw.png



f17PIXe.png

DeRN8ot.png



YUHCqbP.png


gowww6U.png


zpUoutA.png

Map notes are kinda clunky and limited to only a few characters but useful for marking shopkeepers and points of interest to visit later. Also because some smaller locations reuse map space for other small locations while concealing part of the minimap, the notes are a good way to tell if you're missing some big hidden area.

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Mad sheep quest.

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Improvement over the first game is that you can buy a bag of holding for twice the inventory space (which should be enough to carry out everything you find in the scenarios), plus get more than one item vault in the city for storing stuff you don't need right now.

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JquMURG.png


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Reportedly Backdoor Hobbits are popular among rich citizens and don't sell for much.

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To become the arena champion you'll eventually have to kill the arena master's brother and it leaves him sad and mourning.

G09tTmg.png

Ancient riverbed artifacts.

VAxQBiu.png

Both this and the previous game are relatively puzzle- and riddle-heavy.

mo4AvrJ.png



olqLyUv.png

MlFiPvl.png
Crispy the legless lich.

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vZcvbqf.png

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Spanish inquisition quest.

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Buying that undead-slaying mace in the city makes any undead-filled location a cakewalk.
 

Theodora

Arcane
Patron
Glory to Ukraine
Joined
Feb 19, 2020
Messages
4,636
Location
anima Bȳzantiī
Really digging the graphics of certain modern indies. A lot more interesting for story telling that anime stills in most visual novels.

Subsurface Circular is a great little Mike Bithell game -- it's basically a text adventure but adds so much charm.

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Crying Suns is similar to FTL, with a bit more of a tactics focus. Just something really neat about the cutscenes after battles as the ship you just took down falls to pieces.

aU1O5Z3.jpg



h6Gak1t.png

aZcyJmW.png



cJxZo5G.png

j2Ts893.png

Note the Backdoor Hobbits posters on the walls.

7ntQJVu.png

I think it's impossible to not get rich in this particular casino game.

wnICpdG.png

Robbing some mansion.

2C8LGfw.png



f17PIXe.png

DeRN8ot.png



YUHCqbP.png


gowww6U.png


zpUoutA.png

Map notes are kinda clunky and limited to only a few characters but useful for marking shopkeepers and points of interest to visit later. Also because some smaller locations reuse map space for other small locations while concealing part of the minimap, the notes are a good way to tell if you're missing some big hidden area.

skvMjVb.png

Mad sheep quest.

X2YuaEr.png

Improvement over the first game is that you can buy a bag of holding for twice the inventory space (which should be enough to carry out everything you find in the scenarios), plus get more than one item vault in the city for storing stuff you don't need right now.

IzVOLyu.png


JquMURG.png


lPAFzTs.png

Reportedly Backdoor Hobbits are popular among rich citizens and don't sell for much.

kxrEgdj.png

To become the arena champion you'll eventually have to kill the arena master's brother and it leaves him sad and mourning.

G09tTmg.png

Ancient riverbed artifacts.

VAxQBiu.png

Both this and the previous game are relatively puzzle- and riddle-heavy.

mo4AvrJ.png



olqLyUv.png

MlFiPvl.png
Crispy the legless lich.

JJFfQMm.png


1eTDjQn.png



vZcvbqf.png

jpqAyQw.png

Spanish inquisition quest.

zUZSxob.png

Buying that undead-slaying mace in the city makes any undead-filled location a cakewalk.

Thanks for reminding me to look into abandonware. Went down a real rabbithole because of this post! :D
 

Grauken

Arcane
Joined
Mar 22, 2013
Messages
13,356
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.

But why are you posting them in the screenshot thread and not make a proper review thread where we can find them easier later? They will get lost in here sooner or later
 

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.

But why are you posting them in the screenshot thread and not make a proper review thread where we can find them easier later? They will get lost in here sooner or later

None of them really meet the quality threshold for a real review, and besides, it would be stressful if I felt compelled to do something like that. I just like poasting my general thoughts plus some extra background information if it's interesting. If I ever did a real review it would probably be a video so I could illustrate stuffies.
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
4,004
Location
The Swamp
What is The Codex opinion on SH3 is it worth playing through?
Yes, it's one of the best horror games out there. Personally I rank 3 lower than the first two, but if you've played either of those and liked it, you'll like this one too.

Which are the better versions of SH 2-4 if I ever decide to play them? PC ports or the PS2 versions via emulator?
 

A horse of course

Guest
What is The Codex opinion on SH3 is it worth playing through?
Yes, it's one of the best horror games out there. Personally I rank 3 lower than the first two, but if you've played either of those and liked it, you'll like this one too.

Which are the better versions of SH 2-4 if I ever decide to play them? PC ports or the PS2 versions via emulator?

Typically SH PC ports were made from the (technologically) mostly inferior Xbox versions of the games, though Silent Hill 2 at the very least has been heavily fan modified over the years to match or exceed visual effects of the PS2. The only game I had serious trouble replaying a few years back was Silent Hill 3, which hasn't gotten the same attention as normiebait like SH2. I'm not sure about the current situation.
 

schru

Arcane
Joined
Feb 27, 2015
Messages
1,143
Which are the better versions of SH 2-4 if I ever decide to play them? PC ports or the PS2 versions via emulator?
The PS2 version of SH2 has better visual and sound effects and I wouldn't rely on mods to be able to replicate that exactly. When I played the PS2 version for the first time after having played only the PC one before, the difference was really noticeable. If your PC can handle emulating the games or if you can play them on the console, that's the best choice. The PC version of SH3 was pretty good and I can't recall if it was missing anything; the increased internal rendering resolution it's capable of is something that can be obtained in emulators too, I think. I'm not too sure about the fourth game either, but I think the PC version did have some problems. When I tried it in PCSX2 only the CPU-based renderer would display all the effects correctly.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
I replayed original japanese quadrilogy on PC last year (SH2-3-4 - pc versions, SH1 through an emulator).
PC versions are alright, most of drawbacks were patched out by fans (except some hauntings in SH4, so it's a slightly inferior version).
SH3 on PC still looks amazing.
 

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,825
PC versions are alright, most of drawbacks were patched out by fans (except some hauntings in SH4, so it's a slightly inferior version).
So just to be clear, which SH4 version is the bestest?
i guess emulating PS2.
PC version looks the best due to resolution, but lacks some of apartment hauntings (like Henry's ghost staring at you through the peephole) and has 15 FPS lock during cutscenes (fixable with fan patch). Fan patch also allows you to run the game in widescreen, but I've encountered some issues with that option (bugged fire sprites, slightly bugged hud in first person sequences).
 

A horse of course

Guest
Hey guys, I'm still playing through the Nocturne fan levels Ninja was able to save, just wanted to pop in and say that Elspeth is CUTE and I am going to PROTECT her!

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A horse of course

Guest
Nocturne (Minor spoilers)



Developed by Terminal Reality and published by maverick industry collective Gathering of Developers, Nocturne is a survival-horror action-adventure title released in 1999 to stiff competition from both genres. The game shares the fixed camera angles, tank controls and puzzle-solving of classic titles like Alone in the Dark and Resident Evil, but with an especially heavy emphasis in both marketing and presentation upon sex, gore, action, and supernatural horror. Set during the interwar period, the game centers around "Spookhouse" - a paranormal investigation and counter-intelligence department founded by US President Teddy Roosevelt, who had himself battled the forces of supernatural darkness during the Spanish-American war. Divided into 4 loosely-connected main episodes, the story dips into the activities of various 20th-century pulp-inspired Spookhouse operatives, such as ancient demons, half-vampires, and psychics, but focuses on "The Stranger", a trenchcoat-clad killer in the vein of iconic 20th-century heroes like Sam Spade or The Shadow. Though lacking an overarching plot thread, there is some degree of continuity between episodes, with Spookhouse operatives vanishing, dying, and being replaced over the years, and Stranger's undisguised loathing for "monsters" - even those in his own department - often brought to the fore by the characters and challenges he encounters.

Nocturne failed to earn especially glowing reviews at the time of release, and what modern retrospectives I could find from horror 'tubers like Grim Beard or TheGamingBrit had similarly mixed reactions to playing the game over a decade later. Awkward camera angles are a common complaint of the genre, and although Nocturne is certainly no worse than other C-list survival horrors in that area, it doesn't exactly make the best of them either. In some cases, particularly the interior levels of Episodes 1 and 2, they do a fantastic job of intensifying claustrophobia, building tension, and concealing gorey spectacle. Unfortunately, they can also fall into the trap of being inconsistent and frustrating player's attempts at navigation, with bewildering 180 degree flips and baffling rotations that can force the player to stop in their tracks and try to figure which direction they were heading in, or stretch out just too long for the player to wonder if they've struck an invisible wall in the distance. Most reviews did seem to respond positively to the game's action and atmosphere, which I think really come to the fore in the middle of Episode 1, where the player explores the same brooding vampiric fortress that would later appear in Bloodrayne, and the start of Episode 2, where The Stranger is forced to wade through the forces of hell to rescue the survivors of a frontier town zombie apocalypse. Some reviewers did turn their noses up at the frequent use of explicit nudity and titillation employed by Terminal Reality, but seeing as chemical castration of homosexuals had long been outlawed by 1999, it's only natural such complaints would crop up even in those halcyon days. Still, I sometimes felt like the camp was dialled up a little too high to enjoy, lacking the dark humour of classics like Tales from the Crypt to help it retain a little edge when you have such scenes as a Tibetan magician training a magic boxer to spar with a devil.

Unfortunately, this isn't the only area in which the game's strengths aren't utilized to their full potential, as the developers don't quite give the game's arsenal the chance to shine that it desperately deserves. As in real life, extreme violence is both comical and deeply fulfilling in Nocturne. Guns blast off heads in crimson eruptions, shotguns tear zombies in half, and dynamite blows vampiric thralls to meaty chunks that bounce off scenery and leave red trails to run down walls. Dracula's brides can be impaled with stakes and torn apart in fiery explosions of holy light, whilst dismembered imps can be led around long enough to draw a bloody penis on the floor. It's all glorious, but it's rare for the game to compel you to make full use of all these weapons. I think it's fair to say I'm not someone who often complains about difficulty being undertuned in games, but it's a real problem in Nocturne, at least where combat is concerned. Aside from the start of Episode 1, where the player is regularly ambushed by teleporting werewolves, the vast majority of encounters in the game can be breezed past with just a regular melee weapon. Most foes are easily dispatched by walking backwards and tapping the attack button with an axe or spear, and you could go for long stretches without taking a single hit from enemies. At first I speculated I'd just short-circuited the difficulty of the vampiric castle by finding a specific weapon earlier than I was meant to, but the same problem is present in Episode 2 and portions of Episode 4. Only Episode 3 really incentivizes ranged weapons, and is one of the weaker parts of the game due to the lack of enemy variety and preponderance of machine guns dropped by fallen foes. In fairness, I went into the game expecting typical survival horror and thus played very cautiously by advancing slowly and trying to conserve limited resources as much as possible, whereas on YouTube and old review sites there's plenty of footage of people acting like psychotic spastics by running into groups of zombies, flailing wildly. I still feel it's a legitimate issue with the game. It's fair to point out that the Spookhouse agent you play is meant to be an accomplished monster slayer, not a rookie cop out of his depth, but I'd prefer that was reflected by the player's ability to exploit their knowledge of monsters' weaknesses, not by how easy it is to kill them. I'm not on board with the idea that survival horror necessarily has to be more difficult than other games, but it does have to feel dangerous, and halfway through the game I was more concerned about encountering a flight of stairs than a horde of monsters. This is actually directly relevant to what I'd like to discuss in my next paragraph, and is sometimes called a "segue" in common parlance. You have my permission to use this technique in your own writeups, should you so desire.

Where Nocturne really shot itself in the foot with a mercury bullet was the decision to add a number of platforming sections, alongside some brutally unforgiving traps that were designed with such malice they'd give Core Design a run for their money. It's difficult to find reviews of Terminal Reality's baby that don't absolutely savage the game over this issue more than any other. Making these leaps accurately is already a challenge in itself, and the game tries to model some level of momentum and inertia to the character's movement, meaning jumps can easily hit their mark but then send the protagonist sliding straight off a cliff. From watching footage of other players, I think most people are unaware of how, counter-intuitively, it's much easier to make precise jumps with the character's laser-sighted pistols drawn. In fact, the majority of jumps in the game seem to be positioned to match the distance of a single, standing jump from a set position and at a particular angle. There's really no way to reasonably defend Nocturne here, but you can at least mitigate things with this tip in mind. Sadly, gravity has another trap card to play in the form of stairs, of all things. Not only is fall damage obscenely overtuned, the game also sets an extremely low ceiling for instant death falls, meaning that you can often die from tumbles that didn't actually fully deplete your health. Barrelling down a short flight of steps at the game's normal running speed can suddenly rob you of half your health bar, which makes for amusing video footage but not an ideal playing experience. I'm not entirely sure whether this is something exacerbated by playing the game on modern systems, as whilst the platforming was criticized in reviews of the time, I didn't see any mentions of the latter issue - perhaps fall damage and velocity calculations are tied to the game's frame rate or something.

You might wonder why I've been leaping between different sections of the game rather than discussing them in terms of progression or pacing. This is down to the rather unfocused design philosophy under which the game was produced. According to interviews, the game was initially conceived to show off the stunning lighting, shadow, and physics simulation of the team's new engine, and soon evolved out of a series of tech demos of colourful characters shooting weird monsters across a variety of locales. From what I understand, there wasn't really a proper creative lead in the traditional sense until artist Joe Wampole Jing was dragged from art, to level design, to more levels, to story, gameplay and finally to unofficial lead designer. There was obviously a lot of creative freedom involved in making Nocturne, but it resulted in a lack of gameplay and narrative coherence across the game as a whole. These episodes can be played in any order, though they are technically chronological and finishing them all unlocks a very short epilogue sequence (that has nothing to do with the rest of the game). The first episode is mostly traditional survival horror and action, the second lacks any significant plot relation to the first and culminates in a rather dull series of long hallways and puzzles in an underground tomb of practically harmless bug enemies who sound like Murlocs from Warcraft. The third episode has no real relevance to the story beyond introducing a new character and doesn't actually involve any sort of survival horror gameplay, making the player run back and forth across a hostile Chicago city block to trigger cutscenes and gain access to a factory, gunning down hundreds of identical Frankenmobsters along the way. The fourth episode seems more inspired by Alone in the Dark than anything else, trapping The Stranger in a huge mansion of imprisoned monsters and hours of deadly puzzles, feeling as if it were cobbled together with assets from the rest of the game. Some people enjoyed the challenge of Episode 4, and whilst I just found it tedious and unsatisfying, I will concede that I have a very low IQ and become violently angry when confronted by any sort of intellectual challenge. That aside, I think there are plenty of survival horrors that do a much better job of focusing on a single, interconnected location than this episode's Hell House.

It's this problem of Terminal Reality spreading themselves too thin across a variety of different gameplay experiences that made the game's editing tools interesting to me. Not to use myself, obviously - modding attracts only the dumb, the deranged, and the damned - but to see if other players had tried to make a focused attempt at fleshing out the gameplay of individual episodes. Thanks to Ninja Destroyer (who I would probably try to save were he set on fire) helping dig up some of the archives of dead fansites and save a handful of these fan levels, I did have to chance to try them out. Unfortunately these are mostly proof-of-concept experiments, such as some short machinimas and a puzzle level. There were two roughly "complete" adventures in the archives which repurposed some of the original levels, replacing enemies and NPCs, adding companions and writing custom scripts to tell their own story, but I wasn't able to find anything using Hell House or the Vampire castle, which I think are more realistic targets for custom missions due to clearly defined boundaries and more linear routes. The tools are actually quite powerful, and appear to support importing custom assets like your own voiceovers and 3d models from other Nocturne engine games. I assume the game's critical and commercial failure, which strangled a true sequel in the crib (hold your horses - we'll discuss that when we get to Bloodrayne), also killed the potential of the modding scene.

I didn't have any issues getting Nocturne running on Windows 10 with the dgvoodoo2 wrapper. There were some minor visual bugs using the wrapper over native DirectX, but nothing serious. There are certainly glitches abound, but these are easily remedied via skipping cutscenes and making sure you keep a few backup saves handy, just in case. The only serious technological problem I had was getting accurate EAX via emulated Directsound, but this has always been an issue with MSI laptops that use onboard Realtek devices. It's not a crippling flaw, but aside from rather repetitive use of stock music recycled for combat, Nocturne relies quite heavily on ambience, so it's a little unfair to play the game without hearing it at its best.

In the end, Nocturne was left in the dirt by far more famous titles released in the twilight of the 20th century - and for good reason, many who've played it would probably argue. I personally found it very enjoyable for the first half of the game, but it began sapping at my interest from Episode 3, and never really regained it. I'd still recommend the game to people who like blood, breasts, and the baleful, so long as they're aware of its weaknesses. Next stop: Blair Witch Trilogy: Part 1, which is the only official, canonical sequel to Nocturne.

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Fan missions

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