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nuskadamo

ha pubblicato un'immagine nell'album roba mia

Considerati i risultati in passato, visto che è largamente uno spreco di tempo postare i miei aggiornamenti per Trauma Pets o altra roba su cui lavoro qua ho cominciato a creare aggiornamenti giornalieri principalmente su Itch e Jolt, se foste interessati potete dare un'occhiata https://gamejolt.com/games/trauma-pets/1 …

nuskadamo

ha pubblicato un'immagine nell'album cose

[Ultima cazzata che scrivo e poi basta per un po']

So, is saying you aren't terribly fond of remakes a hot take nowadays, or is it the hot thing to say if you wanna let the Twitter people think you're based and demure, or do people simply don't care anymore to circle down that drain? I don't follow video game discourse because why would i ever care about what people who disagree with me have to say, but it's something i've been wondering.

The Silent Hill 2 remake and the one for Resident Evil 4 have been pretty well received from what little i've mustered, and i'm certain that the FFVII remakes sold quite well without looking at any chart, but do people roll their eyes and groan when Tecmo, for example, announces the 50th remake of a Dragon Quest game? Did people give any amount of fuck and shit, seeing the trailer of the first Dead Rising remake? Stuff that isn't the most normie of normie stuff, i mean.

There's lots and lots of reasons to justify a remake's right to exist that don't involve having to cynically interpret what the publisher's intentions are, the classic "if you buy the remake, MAYBE you'll actually get a new game from this otherwise long-dead/relegated-to-phone-slop franchise" or the less common but still amusing "the last game in the series sold like ass so this is a way to get our money back without having to think or work too hard". That's more than fair enough.
I won't list any of those reasons, won't need To. You're already creating a mental picture in your head of what a worthwhile remake looks like, using as reference one of the many that left a good impression on you. Those same reasons that will make you go preorder your copy the second a trailer drops, for me are the same ones that make me go "why should i give a fuck about any of this nonsensical waste of resources, money and manpower when i already like the original?"
Oblivion's big makeover is the first example of a near enraging black hole of unoptimized storage space. Wow, it keeps all the jank and soul of the original! So Freakin Cool, i'll play the original instead then, go make TES VI you incompetent clowns.

Being bored of remakes may not be a hot take, but preferring remasters over remakes might just be? Or maybe not?? Don't reply to any of the questions i'm posing, if you comment under this review i'm gonna block you and call you ugly, i will not accept any opinion that doesn't fully align with mine.
Anyway, yeah if a big money maker in the gaming industry asked me personally if i preferred a single remake of a blingo blongo i like or if i could demand 5 well put together remasters of blingo blangos i like, you best believe Unreal Engine 5 is getting no royalties this fiscal quarter. But Nuska, isn't the MGS3 remaster made in Unreal 5? No, that's a remake. You know how i decide when a remake's a remake, as opposed to a frivolously high budget remaster in case the lines are a little bit more blurred than normal? I objectively decide it on a whim, even though objectivity doesn't exist, but the more strongly one feels about objectivity not being real, the more i dig in their brain repertoire and find opinions that feel wrong in a way that comes across as empirically objective, what was i going for here?

I've played remakes that are good. FireRed/LeafGreen is better than RBY, i'm still not spending 20 bucks to do RNG manipulation on real hardware or whatever insane cope Pokémon fans are using to convince themselves that this isn't a ripoff of comical proportion.

And i already specified it, but the remasters have to be good, OF COURSE. What's a good remaster like, i hear you indubitably ask? Uncompressed textures and audio, restored cut content, bugs fixed, game balance tweaked but in a very surgical and minimal way, same with the original sprite/model work, quality of life improvements that don't alter the core gameplay, a set of options that allows you to take all of the new stuff away if you just want the raw experience in a convenient format, correcting any translation mistake whether it's due to human error or censorship. Marginally improved lighting system if we really have to go that extra mile. Nothing less than this, but also nothing more.

I've read more than one person sharing my opinions on the remake situationship say "they should remake bad games instead!" which is something i ultimately agree with, but rather than vocally daydream about stuff that will obviously never happen on a widespread scale, i'm gonna submit my build for a Ninja Golf remake to Atari as soon as my work on Trauma Pets is done. Be the change you wanna see, stop being fat and uninstall all your social media.

This rant is the result of me sleeping for 4 hours and drinking an espresso sized cup of Redbull, i've had to remove lots of insults aimed at strawmen of my own creation and uneducated political insights.

nuskadamo

ha pubblicato un'immagine nell'album cose

[Ok l'ultima è domani ho mentito]

I doubt i'm gonna be playing every single shmup in the Capcom Arcade Stadium, at least not until the credits. It's not a genre i dislike, but as i'm going through so many games in such quick succession, these are the ones that felt the most samey.
If you're interested in the collection, but don't wanna necessarily buy every single shooter on offering, Progear may be one to look for.

It's a very japanese occurrence, that in which they'll design all these characters i personally find to be cool or interesting, like the big bad whose face looks like that of a lion, or the crazy ventriloquist, or even the baldie with the funny glasses, but the developers will instead put me in the shoes of some boring twink. It wasn't as common back then as it is now, but you can tell this game was made past the latter half of the 90's. Even the female co-pilots you can choose from aren't as visually interesting as the evil jewel-obsessed lady.

The rest of the game's aesthetics thankfully doesn't underwhelm, with highly detailed backgrounds elevated by an eye pleasing color scheme that would almost remind you of a painting. The designs of the boss ships are just as good, and serve as a good reminder that steampunk can be a cool look if the right artist gives it a crack. The music will also make you put it in a Youtube playlist depending on how much you're into this kinda synthetized tunes.

Progear's impressive graphics do come with a cost, unfortunately. This game chugs, and it chugs a lot. Throwing a bomb? Lag. Dead enemy drops a hefty amount of jewels? Lag. Lots of projectiles on screen? Lag. It'll happen a lot.
It's funny, because all of these things could have easily been prevented if the developers just decided to have less unnecessary shit on screen at once, but someone in the office must have decided that looking pretty was more important than running well.
Progear is a lot easier of a game than you would think watching a gameplay video, due to how generous the bullet hitboxes actually are. They could have just decreased the amount of bullets on screen, making their hitbox as large as their sprites, but that wouldn't look as impressive, would it? They could have made the jewels dropped by the enemies be worth more, as to not need to spawn so many, but would that give you the same rush of dopamine? And what good would an explosion be, if it didn't occupy half the screen?

I know i'm sounding critical, but i really liked this game. The co-pilot system is such a good idea to still make you feel involved when you're not directly able to target an enemy, and while you're only limited to your primary and secondary weapons from start to finish, the gameplay still feels varied enough, with well distinct boss battles and a solid level design that doesn't overstay its welcome.

I guess i should also speak of the affinity mechanics, or else this review wouldn't make much sense, but... for the life of me i couldn't get the girls to like me. I don't know if i was doing something wrong wiht the jewels, or what else, but they never progressed past level 1 in either of my 2 playthroughs. I'm gonna assume all this does is increase the stats? The digital manual says something about getting different endings, and in one of them i guess we lost the war, but it didn't seem like a "bad" ending per se, so maybe i performed right in the middle? I have no idea. It sure would be nice to have the actual promotional material quickly at hand so i can know from a firsthand source what the fuck is going on, CAPCOM. I'm still not letting this gripe go.

nuskadamo

ha scritto una recensione su Strider (1989)

Cover Strider (1989) per Amiga

[questa è la penultima]

Alright, you know how Youtube critics from back in the day would start off a video going "i actually didn't wanna review this game/movie/wrestling ppv/action figure set/spongebob episode, BUT..." as a way to make you understand that shit just got real?
Well, i DID wanna review Strider, actually. It's a brilliant game in so many ways, with a lot worth discussing, but the idea of coming back to it after my first session had me feeling a sense of dread comparable only to the one you feel when you gotta return to work after a few days off.

I LOVE the music of Strider. If Battle Circuit had the best graphics in the Capcom Arcade Stadium, then Strider has the best music. It's the kind of moody and atmospheric soundtrack that you'd imagine a story heavy console game would have, totally unlike anything i've heard playing any arcade game as long as i can remember and very memorable.
The transitions in between levels gave off strong Tekken vibes, with all characters talking in their respective language, with a surprisingly clean audio quality for a game of this era too.
I'm bothered a lot by the rogue pixel on the main character during certain animations, and the hardware used to power the graphics isn't one as fondly remembered as what Capcom would manage to pull off in later years, and even so the aesthetics of Strider are equally as dreary and out there as its music.

Moving on to the gameplay itself. The jump is the one issue i could point out with the controls, leaving you unable to manouver its trajectory once you presse the button, but this isn't the huge annoyance i was expecting going in, overall. On the contrary, the controls impressed me: you can climb walls, grab ledges, duck, and attack from all of those positions. It's a lot of fun when you can experiment with your entire moveset.
I really REALLY appreciate how, no matter what, when you die you're starting off from the closest checkpoint. I've played so many arcade games that either allow you to coinscum your way to the credits, leaving you to come up with contrite methods for the sake of a better challenge, or will straight up send you to the very beginning no matter how far you've come, once your lives run out.
Most arcade games would be better off with a similar system, but i think Strider is one that needs it more than nearly all of them.

On my first playthrough i got so frustrated at the difficulty of the latter half that i started using the rewind feature, thinking it would make the game easier. It did not. In fact, i'd argue it made the experience a lot worse, why? Because Strider is either hard or REALLY REALLY hard, and what differenciates those 2 is how far you strayed from where you're supposed to go. This isn't a game about having fun and doing things your own way, this is a game where you memorize what you're supposed to do after dying for long enough, and then you execute it to perfection until the next checkpoint kills you off and the process starts all over again. Let someone continue from their last death and the magic is gone, let someone rewind their progress and all they'll do is die to the same trap that they weren't even supposed to get close to.

Does this sound like something you're into? You'll love Strider. Does it sound like a boring excercise in futility? For you, it most definitely will be.
As for me... i'm not quite sure yet. Maybe another playthrough.

5

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