rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
Enjoying TRoT a lot more than the first game. Significant improvement all around.
Quadrilateral Cowboy
Definitely the meatiest of Brendon's games thus far, Quadrilateral Cowboy is a thief-like puzzle game with an emphasis on tactile tools the player employs to infiltrate interiors. It slowly adds new tools to your toolbelt and what's neat is its levels focus on the utilization of each tool in more difficult ways. Soon the game presents levels that force you to employ your tools in conjunction, then it adds a time element, all told it does a great job of keeping things fresh through its campaign. As in the previous games, the character work and wolrdbuilding is well done, without forcefeeding or screaming your ear off with any forced narration. There's enough detail, in-game props, environments, and set-pieces to sell you on the characters and the world. The music, mostly licensed, is excellent as well. Minimal sound design but lots of neat touches that go back to the emphasis the game has on tactility.
cons: I did suffer some CTD, and it kinds sucks that you can't save mid-level, though the levels are short once you've mentally "solved" them
Was in a mood for some commandos-like tactics so while choosing between first Desperados, that Robin Hood game and the original commandos i decided to play them all at the same time and compare them directly.
Commandos: Behind Enemy Lines
The one that birthed the genre if i am not mistaken.
my favorite ultima gameUnrelated, but i also played Cruasader: No Remorse. Already 10-11 missions deep.
I don't think they make action games like this anymore. Controls take a bit being used to but once you do it's fun rolling from the corners and suprising motherfuckas.
These FMV cutsences are oozing with charm.
Checked some gameplay videos on youtube. I would say on the scale of "a bit drab" to "fucking beautiful" it's closer to ''a bit drab" in terms of visuals but overall looks interesting.Since you're in the mood you might as well try out Star Trek: Away Team. Also, I remember the first Commandos looking way better in my head.
Picked out a favorite style yet?I'm not 100%ing it, but I am playing Way of the Samurai 4. Probably, I will end up with a few different runs just for fun.
I’ve started playing Fallout: Nevada (Extended).
Random things I noticed (mostly nitpicking)
Ayade Swordfighting is my favorite from the PS2 days, but for now, I have not done a hard run to unlock it.Picked out a favorite style yet?I'm not 100%ing it, but I am playing Way of the Samurai 4. Probably, I will end up with a few different runs just for fun.
I see you are a fellow Jodan enjoyer as well.Ayade Swordfighting is my favorite from the PS2 days, but for now, I have not done a hard run to unlock it.Picked out a favorite style yet?I'm not 100%ing it, but I am playing Way of the Samurai 4. Probably, I will end up with a few different runs just for fun.
I have been trying Impenetra Swordfighting for now.
It's a sad fact that the Fallout 1 & 2-UI is pretty bad. Much has changed and improved in the 25 years since these games were new, to the point that this feels decrepit. Were it not for the fact that I'm well familiar with the UI I wouldn't have bothered for as long as I did.
So how does one get through this? By finding the right 'key'. In another map there's a building with a locked door (that makes four doors now) which must be picked open (as I sure couldn't find another way through it) and inside is the 'key' to the second door mentioned above. But the 'key' cannot be just used on the door, either from the inventory or straight from the hand. No... due to *reasons* the key must be thrown at the door. It's the only way that works. It's not the lack of context that bothers me about this, it's getting the game to acknowledge that you want to use the key on the door.
# The general idea that you need to spot near-microscopic details in the game world, in the graphics of FO1 and FO2, with an added layer of maliciousness by using the limitations of the graphics to hide things from view.