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You know what isn’t great?

I decided to make a post similar to my cross-buy topic except this time I’m just complaining about stuff… so probably not so different from that post. Obvious stuff like DRM and DLC will be skipped over since I must have already mentioned them at some point before.

Proprietary Hardware

I’ve been playing my Vita a lot lately and my memory card/stick/whatever is almost always full so I’m forced to juggle content. You’d think it would be as simple as just buying another, perhaps larger, memory card but for some reason Sony decided to go with proprietary cards and jack their prices way, way up. A 32GB memory card for the Vita costs anywhere from 60-80 dollars and that’s AFTER the price dropped from 99 bucks. That’s just straight up ridiculous since you can get any other 32GB card for under $20. I feel like I can’t buy more space simply out of principle. Even slow-to-change Nintendo doesn’t do this crap but Sony seems to really enjoy doing this since they did the same thing with the PSP.

Another annoying thing is when devices have proprietary cords. I know Apple used to do this all the time but I haven’t owned an Apple product in years so maybe things are different. Right now next to my main gaming location is a bundle of cords, including extension cables. I think I have the largest amount of USB extension cords ever. Anyway, right now I think I have about six different cords but there used to be a lot more before I finally trimmed it down one day. Luckily a lot of different items can be charged via USB so that cut down on the clutter. Somewhat unrelated but what’s the deal with all the USB variants. I have like three extra adapters that I have to keep handy just so I can charge stuff.

Single Save Files

You don’t usually see this a lot but I find this especially irritating. One of the biggest offenders is the Pokemon series which only allows for one save file per cart. That’s just plain crazy in my book. Obviously it’s done to encourage people to buy both versions of the game rather than share one copy. So if I felt so inclined to do a specialty playthrough of the game I’d have to delete my save file with hundreds of hours playtime and specially bred pokemon (Interesting aside: I spent way too long trying to remember the past tense of breed). These days there’s usually some way to store your Pokemon between games except, from what I last remember, I think Nintendo is charging a recurring fee for that. This isn’t just limited to Pokemon though since some console games do it as well.

Poorly Designed Save Systems

Saving your game is done in many different ways. Some games let you save anywhere while others may only save between checkpoints, levels, or some other form of auto-saving. I think that you should be able to save whenever you want since feeling locked into playing is never a good thing. I’m not sure why more games don’t let you do this. The only thing that I can think of is maybe they don’t like save-scumming but that should be left entirely up to how the player enjoys playing.

The problem with some games is they save your progress in a crappy and undefined way. Not every game lets you manually save and I’m sure Keen can attest to the amount of times I’ve said “I have to wait until I see the auto-save animation” or something similar. It’s another way that you can feel forced to keep playing and some games seem to have no clearly defined moment that triggers an auto save. I can’t exactly remember the title of the game but not too long ago I remember playing something that only auto-saved and even then I would lose some progress every time I loaded the game up. Truly maddening.

Pre-order Bonuses & Exclusive Content

This kind of thing didn’t use to bother me but it’s gotten really bad over the years. You used to get something like a poster or some kind of knick-knack for pre-ordering a game but then it turned into bonus content for the game. I really do not like feeling pressured into buying a game if I’m not sure about it. That’s usually how they get me to buy stuff, by using some piece of content to lure me in. I’d feel compelled to pre-order or risk never getting that specific item/object/whatever. I have learned to resist the urge over time since most of the bonuses never end up being worth it anyway but they sure seem to be upping the ante lately.

Then to make things worse there is retailer specific pre-order bonuses which is a total crap. There is no way to get every bonus unless you buy multiple copies or cheat the system somehow. Sometimes they later offer the content for download, either free or paid, but often it’s something you wont see. Oh, it would also be great if they stopped putting embargoes on reviews until after the game has already shipped. Doesn’t always happen but it’s pretty telling when it does.

Another issue I have with in-game content is when they tie stuff to collectors editions. That wouldn’t necessarily be so bad if the price and level of ridiculousness in CEs/LEs wasn’t constantly rising. These things are just getting stupid and I’m always dumbfounded by all the people who drop $150 or more on a bunch of junk and clutter. Of course I’m a gigantic hypocrite as evidenced by all of the collector’s editions and related paraphernalia cluttered to my right (Picture not shown). I’m still bitter about the Destiny CE…

Season Passes

Oh right, DLC… I wasn’t going to mention this.

Rogue Legacy PS4/Vita

rogue-legacy

Rogue Legacy came out on PC a year or so ago but just recently made its way to consoles. Despite being an avid fan of roguelikes and rogue”lites” I never got around to playing the PC version. Recently we were able to get a review code from Cellar Door Games for the Playstation version of the game and I have been playing it non-stop ever since.

What kind of game is Rogue Legacy?

Rogue Legacy plays like an action platformer with roguelike elements. However, I also get a major MetroidVania vibe due to how the map and game levels are laid out. Not only that but the enemy types and variety along with the character combat remind me a lot of 2D Castlevania games. Your character runs around a castle setting fighting off skeletons, armored knights, floating eyeballs and skulls, elemental wizard guys, etc. Your main weapon is a sword which you can swing with but you also can do a downward thrust attack Scrooge McDuck Style, though you only bounce off of enemies and only slightly. You also get a secondary attack in the form of a spell like an arcing axe or throwing daggers. Like I said, very reminiscent of Castlevania sub-weapons. There’s also a very heavy emphasis on platforming elements and while you are making your way through the game you will have to avoid hazards like spikes, turrets, and fireballs as you make your way through corridors and between platforms.

rogue-legacy-ps4What are the roguelike aspects?

Whenever your character dies in Rogue Legacy (and you will die a lot) you take over as one of your descendants. You get a choice between three characters with different random configurations. There are several character classes in Rogue Legacy and they all have different strengths and weaknesses along with a special ability that can be unlocked. Your choice of character can also come with a variety of different and interesting traits. Some of these are just fun and offer cosmetic changes, like Color-Blind which makes everything black and white or I.B.S which makes you fart occasionally. Some of the traits can actually be beneficial like O.C.D. which lets you gain mana by breaking environmental objects. Gigantism increases your sprite size but also increases your swing range while conversely dwarfism makes you really small and shortens your range but lets you access a lot of secret areas. However a lot of the traits can be just awful and really impact how you play, like with Vertigo, Far-sighted, and Near-sighted.

Your progress in the castle and adjoining areas will be reset and randomized upon your death, aside from major bosses which stay dead. Fortunately there are lots of things you can do with all the gold you find stashed away. You do retain all of your gold upon death and in your next life you can use it to put points into a skill tree of sorts. There’s a lot of passive abilities that increase your hp, mana, and stats but some unlock access to new classes, class abilities, and merchants. Once you have a blacksmith you can use your gold to buy new equipment, provided you find the blueprints for the gear in the castle. The Enchantress can give you up to five different bonuses depending on the runes you find within the castle. These can increase your speed, how much gold you earn, give you double jump, let you fly for a short while, etc. If you double up on runes it actually increases the effect so if you equip two of the jump runes (or whatever it’s called) you can actually jump two additional times mid-air. The last merchant is the architect and he will keep the previous castle layout but you will only get 60% of the loot inside. It also lets you teleport to and retry bosses.

Final Thoughts

Rogue Legacy is essentially everything I want in a game like this. Great art style and music, fast-paced and difficult action, and gameplay mechanics that keep me playing for hours on end. The PSN version of the game is also cross-buy and cross-save compatible. In fact, Rogue Legacy has the best cross-save that I’ve seen of any game yet. Your saves are automatically synced (but it can be done manually) and it’s really easy to jump between platforms. I’m spent quite a few hours with the Vita version and it is just as good as the console counterpart. So if you have a PS3/PS4/Vita or any combination of them you should really consider checking this game out. Or if you don’t then it’s always available on PC but I’d recommend you play with a controller since I imagine trying to play this with a keyboard would be a nightmare. Anyway, for what it is I find Rogue Legacy pretty perfect or at least as close as you can get in this kind of game.

Oddworld: New ‘n’ Tasty Review

My experience with the Oddworld is almost nonexistent since Keen and I never owned a PS1, which means we missed out on all that cool stuff. It was one of those really neat looking games that I never got a chance to play, like MediEvil and Crash Bandicoot. Later on I did get to play it for a bit at a friends house and I played the PC demo a lot. Oddly enough a lot of Abe’s gamespeak has stuck with me over the years like the way he says “Hello,” “Follow Me,” and “Okay.” I still pull those out every now and then. A few years ago I tried to get the first two games on Steam but eventually gave up after way too much trouble getting them to work. Anyway… when I found out that a remake of Abe’s Oddysee was happening I was pretty excited to get to play the game for the first time. Well, almost those first time anyway.

oddworld-new-n-tasyWhat Is Oddworld: New ‘n’ Tasty?

Oddworld: New ‘n’ Tasty is a puzzle platformer. You take control of a Mudoken floor-waxer named Abe who overhears a plan to turn Mudokens into meat products. From there you make your escape from the RuptureFarms meatpacking facility while rescuing as many Mudoken buddies along the way as you can manage. Soon after that Abe pretty much falls backward into the role of fated savior of the Mudokens. It’s fascinating stuff and it’s told with a lot of rhyming.

Abe is a pretty weak dude. There’s not a lot he can do other than run, jump, duck, roll,talk, and throw stuff. He can, however, perform a mystical Mudoken chant that will turn birds into portals and take over the minds of Slig guards. I’m not entirely sure why Abe can do this or if only certain Mudoken have the power but I guess that’s not really important. When making your way out of RuptureFarms you will need to dodge various security measures, slig guards, and several nasty ways to get killed like mines, pits, and grinders. When you encounter fellow Mudoken slaves you can chat them up and tell them to follow you. Upon finding a ring of birds you can chant open a portal for them to escape through. They’re not terribly bright though and they will run into hazards if they aren’t cleared and if there are sligs around they will get gunned down.

The platforming elements are very good and the controls seem very tight. I can’t really recall a single death that wasn’t my fault. What I really like about this game is how well it works as a speedrun game. The way Abe moves actually reminds me a lot of the original Prince of Persia game. The way he runs and jumps, hangs and rolls, etc. Actually a lot about this reminds me of PoP and I wonder if that game was influential at all or if it’s just coincidental. Unlike PoP there are quite a few nasty bad guys that want you dead. Sligs will gun you down, paramites will follow you and attack in numbers if cornered, scrabs will run you down but will fight each other, and slogs which just want to chew you up. Elum are pretty cool dudes however and will let you ride on them in some portions of the game. They run faster and jump much farther than Abe can on his own.

You will face a lot of hazards on your adventure. Not only do you need to worry about falling down pits and the local wild life but also mines, floating bombs, rolling boulders, grinders, and electricity fields. Here’s where a lot of the puzzle elements also come in. You have to sneak around bad guys to pull levers to disable stuff or open areas and try not to get gunned down. Sometimes you will have to do all of this while worrying about fellow mudoken buddies who might get caught in the crossfire. Other times you will just have to worry about remembering a a mudoken whistling password or how you are possibly going to run through this area, activate what you need to, and make it back without being killed. It’s fun stuff.

So What’s New?

So as I mentioned before, my experience with the original game is limited. However I have noticed quite some big differences between each version. Firstly, and most obviously, the game looks and runs a lot different. New ‘n’ Tasty looks visually very impressive while still capturing the aesthetic of the original game. It’s actually pretty interesting because while playing the game it felt like this was what the old game looked like but after tinkering around in my Steam version of the original I saw that was very much not the case. So either they did a very good job at recreating the original game or I just have a very bad memory of what old games looked like. In addition to the impressive visuals the game also runs a bit differently. The game screen actually scrolls as you move rather than changing screens every time you get to edge.

Another big addition to New ‘n’ Tasty is the inclusion of three difficulty levels: Easy, Normal. and Hard. I imagine Hard probably resembles the original game the best but the other difficulty levels are great for people who might have thought Abe’s Oddysee was too much of a challenge. Probably one of the biggest changes added in New ‘n” Tasty is 200 additional Mudokens that you can rescue which brings the total to 299. That’s a whole lot of dudes to rescue. I thought I scoured the levels but I was still only able to get 175 at the end of the game. There are also several different kinds of leaderboards for anybody who really wants to compete on speed running and saving mudokens.

The only real negative change that I have noticed involves jumping while standing still. In the original game you can jump forward just by pressing a button. In New ‘n’ Tasty you will have to also press forward or else you will just jump upwards. That was a little annoying at first, especially since pressing forward and jump at the same time didn’t always seem to work for me. However not long at all in the game I figured out you can press jump first and then quickly push over on the stick and execute a standing side jump 100% of the time. It’s a small complaint, and really my only one in the entire game. Even then it doesn’t seem like anything that couldn’t get patched. Even if it doesn’t it’s not that big of a deal.

abeShould You Get It?

Yes. Yes you should. This is coming from the perspective of somebody who hasn’t played through the entire original game before, though. Even so I can’t imagine old fans not wanting to play this just to see the new additions. Even if you mastered the original game there are 200 more Mudokens for you to rescue this time around and the game looks and plays better than ever. I got 7 or 8 hours out of my first run through and I plan to go back and try to do it all over again–and rescue more buddies along the way. Oh, and it works GREAT with remote play on the Vita. I played through about 1/3rd of the game that way, but the game is cross-buy/cross-save anyway so when the Vita version comes out you can just use that. So yeah, support the game and hopefully New ‘n’ Tasty does well enough that we get a remake of Abe’s Exoddus and even some new Oddworld games.

9/10

Review Code Provided By Oddworld Inhabitants.

FFX HD, Amazing Spider-Man 2, and Other Stuff

I have been bouncing around a lot of stuff lately and I believe I have covered some of it. Stuff like ESO and Age of Wonder 3. There are several things that I’m not sure I can make an entire post out of but I figured if I mash it all together then it might fill a page, right? Insert official K&G Seal of Quality here, or at least pretend it is.

FFX/X2 HD – VITA

I went with the Vita version of this over the PS3 version mainly for ease of use. It may not look quite as good but I’ll probably never know or care about the difference. When these were originally released on the Playstation 2 I did own both of them but never actually finished them. After playing X for several hours I think I remember why. The game isn’t bad or anything and the combat and sphere grid is actually pretty good. Unfortunately I must have forgotten how cringe-worthy parts of the game were. The dialogue, the way it’s delivered by the VA’s, weird characters… I feel embarrassed even when I have headphones in and nobody can see what I’m doing. That’s actually pretty interesting since I do remember playing this years ago and having people walk by every single time something weird or awkward happened. Though I’m sure everybody has experienced that with some game.

Sad Spider-Man

Yeah, a little like that.

Amazing Spider-Man 2: THE “GAME”

Amazing Spider-Man 2 actually really let me down. I’ve purchased almost every single Spider-Man console game for TEN years now and have really yet to be disappointed or regret a purchase. Sure most of them may be just average titles but there are a few really good ones. Even then just by being a big Spider-Man fan it can bump up the enjoyment factor by quite a bit. So after a decade of satisfaction I made the unfortunate decision to purchase this Spider-Man game without waiting for reviews or doing any research.

There just really isn’t anything good I can say about the game. The swinging mechanics improved in some ways but do way more wrong than they do right. The combat is a shallow Arkham Batman ripoff and remains tedious throughout the entire experience. The city is mostly devoid of anything actually interesting to do except for boring, repetitive tasks that affect your heroic level. Completing said tasks rewards you with essentially nothing while failing to do them will punish you with huge energy barriers blocking swinging paths and drones flying up your ass. I don’t even want to talk about or acknowledge this thing anymore. I told Keen to get it out of my house because the sight of it made me ill. He came back instead with a copy of Mario Golf, which might as well be alchemy since he just turned shit into gold.

COMING SOON: Mario Golf & Kirby Triple Deluxe

I just got these in the mail Friday and I’m loving them both quite a bit. Right now I don’t feel quite ready to share my thoughts but I do plan on doing a write-up for both games or if it comes down to it I’ll just write half a post for each and mash it together.

Other Stuff: Caverna: The Cave Farmers

We ordered this quite a while ago and I think it’s actually due to be delivered anytime now. We haven’t written about board games in a while so this should provide for some interesting content when it eventually gets here.

Other Stuff: Is SPACE ENGINEERS any good?

I see this on Steam every day and it keeps chanting my name and saying “Buy me!” Keen thinks it looks boring but I’m not so sure. Anybody tried it out? What kind of survival do you have to do? An inquiring mind needs to know.

Starlight Inception on PlayStation Vita

I have many fond memories of playing TIE Fighter when I was younger and it is still probably my all-time favorite Star Wars game. You’d think that it would have turned me onto other stuff like Wing Commander, but I actually never gave those a try. TIE Fighter is pretty much the only space combat “sim” that I have played but I still really enjoy the game type. It was just the other day when I was browsing the weekly PlayStation store update when I noticed that something called “Starlight Inception” had released on the Vita. I checked it out and apparently it was a successfully funded Kickstarter project and also released on the PC. Since I’ve been drifting more towards handheld gaming lately I was more interested in the Vita version so I reached out to Escape Hatch Entertainment and they were kind enough to drop us a review code. I can’t speak for the PC version of the game but these are my thoughts on the Vita version.

starlight inception space combatVisuals & Presentation

I knew that the Vita version was obviously going to be a downgrade visually but that doesn’t really bother me. TIE Fighter still looks great to me. The visuals are pretty rough, though. When walking around the interior of the main ship (which you do entirely too slow by the way) things look rather plain. However, after I actually got into my first mission I was pretty impressed by the space visuals and how everything looked. The game may not look as nice as its PC counterpart but it gets the job done. Honestly the only things I wish it had were a few particles here and there to give me the feeling that my ship is actually moving but that’s just me nitpicking.

The second mission was pretty awkward. You fly around near the surface of a city which had just recently suffered an explosive attack. The problem is that it mostly looks like a large gray wall with buildings sprouting up as if the view distance was incredibly short distance. I actually tried to find a youtube video of this scene for the PC version and after viewing it I kind of understand what they were doing for that mission. The problem is that pretty much all of the extra effects that actually make that scene work are missing from the Vita version. [Read more…]