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MelosHanTani finished Façade
lol very good. genuinely disturbing to be just caught in the middle of these two's issues and revelations...funny to just walk off and ignore them... say random stuff.. side with one person over another. Hard to tell exactly how I'm derailing/moving the conversation - but that's also part of the charm. Would be nice if being kicked out wasn't so sudden and if you could reset the game faster.

12 hrs ago



MelosHanTani finished Pokémon Gold Version
Played up through the 7th badge (these games go by quick with 10x speedup!) I was actually surprised at my bad reaction to G/S: in my childhood mind, these were the best two games. Likewise, I was surprised how good R/B felt.

To my surprise, G/S feel a bit flat. The locations and landmarks feel more touristy than anything: rather than the way that R/B's world was a little denser and intertwined and felt like it was drawing on some kind of Japanese childhood/adulthood, G/S's map feels a bit more arbitrary with various 'tourist destinations' dropped in here and there, weirdly intertwined with Team Rocket and Rival stuff, scouring the maps for missed HMs. I appreciate the effort to tie real world history to the game, but it feels a bit dropped in - the mythology of pokemon themselves don't feel that tied to the systems - being a kid and getting badges, fighting pokemon.

The Radio, night/day, new balls, phone calls, etc - these are all new and sort of cute but they also don't feel super relevant to the main game based on what they amount to.

Overall there are still some nice moments: I liked the underground walkway with trainer fights this time! The way the northern/northwestern reaches of the map seem more steeped in forests and caves is an interesting contrast. Seeing regions guarded for cultural reasons (Dragon's Den guarded if you don't tame dragons, Tin Tower if you're missing a badge) - these border on interesting, but they still feel detached from the main character - a little kid who for some reason ends up catching Gods and taking down terrorists.

You can really see the pokemon formula start to take shape here: new pokemon, a new villain group, another kid who for some reason ascends to divinity-level strength against a world which contradictory..ly tries to stay grounded. A world obviously inspired by some real place, but that canonically refuses to be linked to that real place.

I have no doubt that some of the later games manage to balance the battles, complexity, and story better - but none of those things are really what made Red/Blue so interesting to begin with.

16 hrs ago







2 days ago


MelosHanTani commented on GuiltClause's review of Brightis
BRIGHTIS!!

>> Many rooms are made up of two floors which are vertically separated by only about five feet, but your character is barely unable to clear that gap with a jump, so the way that this seemingly inaccessible area is constantly visible to you makes the game feel like a top-down ARPG like Illusion of Gaia even though we're fully 3D and free camera this time

This is a good observation, makes sense to me because arguably those level designers of those 2D ARPGs were trying to convey verticality through their designs. It's nice how it translates into 3D!

Also refreshing to see another human having played through Hexalchia... truly a confusing level. It really felt like one of those levels where the designers are precious about the stuff they haven't been able to use in the game... and so cram it all into the final level for better/worse.

3 days ago




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