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My takes on various forms of media in the form of various other kinds of media.

Ellen is the featured image because I just like Ellen

GACHA HELL: ZENLESS ZONE ZERO

GACHA HELL: ZENLESS ZONE ZERO published on No Comments on GACHA HELL: ZENLESS ZONE ZERO

I’ve been a fan of Mihoyo’s semi neglected action-rpg-gacha title Honkai Impact 3rd for a few years at this point. It’s been kind of frustrating watching Genshin blow up followed by that *other* Honkai game while HI3 still kind of existed off by itself. I kind of bounce off of open world games from the lack of direction and Star Rail was like 90 percent of the way to being a solid turn based RPG but the ten percent of it dedicated to daily grinding and obnoxious mob formations hit me about like a root beer float that’s ten percent sand. Knowing they have a pretty good handle on action, I had been looking forward to ZZZ since its announcement and the first character art being posted, but man, it sure felt like a long wait. (Not as long as Girls Frontline 2: Exilium, but we’ll cross that bridge when it comes out.)

Having finished the available main story and played… probably too much per day since launch, I think I can say that it’s pretty much My Shit from the bonkers animation, urban sci-fi/fantasy setting, and a combat system that’s definitely simpler than Honk3 but calls for tighter timing and seems like it has potential for interesting team building. I normally play about everything on gamepad that isn’t utterly hamstrung by needing mouse look precision, so I was put off for about 30 seconds that ZZZ defaults to mouse and keyboard, but damn, they actually have a pretty good layout. Good enough that after I configured my pad I kind of hesitated a minute then put it back to defaults. I’d compare it a bit to how Smash Bros. doesn’t really have a complicated set of controls but each character has a different enough move set that they don’t feel the same despite having the same inputs.

One of the things that makes me like it a lot though is it has such a laid back sort of vibe to it. It’s a little frustrating how slow the resource grind can be for leveling up your characters and gear, but on the other hand, doing your daily errands can be accomplished in a couple minutes if you just open the video store, get a scratch ticket, and drink some coffee. With a lot of mobile games I’ve played, I’ll hit a point where once I’ve checked off the entire laundry list, and I’m kind of just *done* for the day. Making them this breezy feels like it takes a bit of pressure off and makes logging in feel less like a chore. This is especially good for an active game that you can’t really idle or sweep your way through fights in, which is probably one of my bigger problems with The Honk. And if you have free time but don’t feel like fighting, you can just help out people around town or hang out with people (once the contact list *finally unlocks)

Combat is kind of a streamlined ‘character action’ setup with teams of three characters you can tag more or less freely between. Each has their own Energy meter for specials and the whole team shares a “Decibel” meter for setting off ultimates. Like a lot of these types of games, you can dodge an enemy’s attack with good timing to trigger a slow mo state with increased damage/daze output, but you can also tap the tag button on enemy moves that flash yellow to do a Perfect Assist that swaps characters out and usually makes a very satisfying CLANG noise from the move being parried. Enemies have a daze gauge and once that fills, they’re immobilized and take more damage for a while as well as usually triggering multiple Chain Attack prompts. For the most part you’re just going to be running from arena to arena in construction sites and ruined cityscapes, but every one in a while they mix it up with stages where you bash boxes or collect coins. The most variety comes from the ‘exploration’ sequences. You play a character called a Proxy who essential guides parties through dimensional pockets called Hollows, and the Hollow is represented as a maze of monitors you move between. When I first saw the map screen I thought it was just the way they were going to be presenting a normal branching roguelike sort of route, but it’s actually more like a tile based mini adventure mode with encounters and puzzles to solve. A couple maps have been groaners (the Pokemon-ish fighting tourney gimmick dungeon was boring as hell and the stages that play similarly to turn based space invaders somehow managed to feel tense and dull at the same time) but most of the time when a stage gimmick came up I would light up like “ohhh.” The main story missions tend to be pretty easy to navigate and complete, the format comes into its own in the Hollow Zero which is again, not so much a roguelike as a themed challenge dungeon since the layouts seem to be fixed and each zone has a ‘theme’ to its puzzles.

I know comic book panel cutscenes are usually a cost cutting thing but man, I still love them when they’re well done.

I do have a few problems with the game so far, but they’re not really deal breakers. Not yet, anyway. I’ll start with what’s most important to a new player- this game takes its sweet time opening up. Shops, resource stages, side game modes, all of them kind of trickle out as you complete the main story and level up your Inter-Knot account. There are some points where you might get a piece of equipment and not know what to do with it or how to enhance it because the corresponding shop isn’t open yet.

There’s also the matter that the grind stages feel really similar but do different things and are physically spread between two or three locations. The majority of character materials will come from the VR sims at the HIA, but some of the premium stuff comes from the Outpost, but *other* premium stuff is back at the HIA again. Naming them things like Expert Challenge, Notorious Hunt, etc doesn’t really help my brain connect the dots what place does what either. On the up side, it does seem like it’s a bit less complicated than the whole Traces thing in Star Rail.

The pull rates feel really lousy because the majority of 10 pulls I’ve done have been 9 B’s and 1 A which is guaranteed per 10 (unless there was an S,) but I say feel because other games tend to try and obscure it a little more instead of showing you a row of TVs literally just showing the grade of the thing you won. They have a neat little touch where if you get an S rank pull, it adds a little rap vocal over the music, but it also sort of lets you know to be disappointed earlier if the music starts up and you don’t hear lyrics. You might consider it a feature! That said, I actually got some pretty decent luck in the first couple weeks here and pulled enough dupes of a couple characters to fully promote them as well as the banner girl and current Internet waifu of the month Ellen Joe. I actually went in mostly just wanting to play with Billy, the Deadpool adjacent sentai fan combat android, but he turned out to be one of the characters you start with so anyone else I’ve gotten was just gravy for the first leg of the game.

As mentioned before, it can be a bit slow getting upgrade materials, and it sounds like it’s an intentional move by the game director to make a game that ‘respects your time’ by discouraging you from playing all day. Of course, when I am in the mood to play a game all day, things like stamina systems are just bullshit and I refuse to let go of the fact the game thinks I can only handle one cup of coffee a day MOTHER FUCKER, I HAVE TWO MINIMUM even though I know it’s just a dressed-up “Claim Stamina!” button served to you by a lovable coffee robot. I’m kind of hoping it doesn’t become limiting to the point other games can feel, where dupes and top tier equipment become totally essential, especially with regards to character element typing and stuff like that- already there are stages that recommend Ether damage when there is only one Ether based character and she’s a support. Star Rail pulled a bit of that at launch with the Imaginary damage type that ONLY Welt Yang could use then they started feeding more of them into the roster as the updates went on. I think it’s a pretty valid concern as an endgame Honkai player who can’t get above Agony II in the Superstring Dimension because I don’t have ideal equips or SSS on all the recommended characters and the above Star Rail shenanigans because they’re all being made by the same company and all.

That said, I like what’s there, and I hope that it stays as engaging as it currently is.

POWER RATING: 3 OUT OF 2

MULLET MADJACK

MULLET MADJACK published on No Comments on MULLET MADJACK

Business Up Front, Party in the Back

I missed out on the Cambrian explosion of FPS’s in the 90s because I was a Nintendo kid and DOS command lines were scary and complicated. So it’s been kind of cool that the resurgence of retro-styled “boomer shooters*” these days coincided with wanting to experience the classics first hand finally. Of course, like the rest of the ‘retro-styled’ stuff springing up in the indie space, most of it coasts along on Vibes more than slavishly replicating the way things actually were. That’s not always a bad thing. It’s impressive as hell what DOOM and the Build Engine could pull off before true 3D, but now that any hack can download a relatively reliable true 3D engine that doesn’t say, keep you from moving past an enemy on a floor ‘below’ or working in modern quality of life stuff like iron sights/zooming, physics, dynamic lighting, etc. This is also how I feel about the trend of art accounts that churn out pics of “What If X Show Was Made in the NINETIES” and they clearly just mean “The 90’s Sailor Moon.”

Mullet Mad Jack (Madjack? MadJack?) is, if you gave me the benefit of the doubt I was going somewhere with this and not just padding my word count, both of these things and it is a glorious, cathartic explosion of neon and violence. This self-branded OVA-FPS is about a Moderator who has to rescue the Influencer Princess from a gang of Robillionaires, which are uh, robot billionaires. Sponsored by PEACE Corp, you live stream your rescue effort to salivating fans who offer you likes and comments which in turn power your rampage and survival because you will DIE if you don’t get enough of that sweet dopamine. You storm through 10 floors at a time, face down a Robillionaire boss, and earn a checkpoint and a permanent shop upgrade. Did I mention this is a roguelike, too? No? Well, it is. You pick up all sorts of weapons and upgrades including spawning more exploding barrels in a stage, increasing your max life, and making Jack (who was called the strong, silent type in the intro) unable to shut up. I tended to lean toward the shotgun and katanas because I am a horrible shot and prefer to focus on my movement. Way too many of my runs ended because I was frantically trying to shoot the chains off of a door with the pistol or SMG while juking around, but this is clearly a me problem and RNG be willing I can compensate with the right tools.

Between the slick as hell visuals, driving synth soundtrack, variety of ways to KILL BILLIONAIRES, and some decent tongue in cheek voice bites, Mullet Mad Jack does a great job of infusing dopamine into your brain if you, like me, need brief, intense fixes of cartoonish violence to Deal with Life. The story mode actually has some pretty neat moments in it playing with its own nature as a game even though on its face the whole thing comes off as a joke. It’s no MGS2 but I like it enough not to spoil anything and encourage you to give it a shot even if you’re not a super FPS junkie. It has accessible difficulty modes including one that gets rid of the timer if that sounds too stressful for you. I, a fellow time limit disliker, played on Normal and didn’t find the time limit too suffocating.

Only a few things bother me about MadJack, really. They’re leaning into the retro vibe pretty hard but the ramp-sliding portions with the neon palm trees feel like a bit much for the club/office building thing going on with the level designs. You can also pick up numerous implements for high-scoring execution moves but they’re all basically the same execution with a different weapon sprite embedded in the enemy’s face. It’s also a little disappointing that in the story mode your operator lady’s lines heading into boss levels are the same every time. I can get making them recyclable in Endless (did I mention there’s an Endless mode?) but given the effort elsewhere in the main story, I sort of expected more variety. From her, in general really, since she shows up between every stage as the upgrade shop. Sometimes she doesn’t say *anything* and just smirks in the corner of the screen. I wasn’t super into the billboard-running segments either, they tended to appear in really similar rooms and all you really do each time is ride the right billboard, hop, fight one guy, ride the left billboard, hop, fight three guys and then there’s a door back to normal rooms. But really, this is all minor. This is a great stress reliever kind of game I can play a few rounds of and feel satisfied or zone out and lose an hour or two depending on the mood.

In short, 3 outta 2!

Void Stranger: Touch of Grey

Void Stranger: Touch of Grey published on No Comments on Void Stranger: Touch of Grey
Void Stranger steam page graphic

System Erasure’s Zeroranger was a game that came out of nowhere and clotheslined my attention so hard I forgot what CrossCode was after years of eagerly following its development and even getting to try the demo in person. So when they announced their second game, I was incredibly stoked for it even if block puzzles aren’t exactly my favorite thing. I just had a feeling that if those guys took a swing at sokoban, they would make The Sokoban for Me.

[Disclaimer: the last one I remember really getting into was either Lolo or Amazing Tater.]

I’m happy to say that yes, Void Stranger is good! It takes a very basic set of mechanics (suck up and set down tiles, shove object) and introduces new enemies and obstacles at a pretty satisfying rate, and every so often it doles out story in surprising amounts for what it is. I feel like maybe that’s not the most positive phrasing I could give it, but I do mean it as a good thing. See, while Zeroranger had a story, it was a shmup first and weaved its story segments into two or three main dumps with a lot of visual hinting. It also did some clever little fourth wall breaks, doing a good job of teasing the player’s mind into wandering. What did this mean? What if I don’t pick up weapons? Can I get out of doing this stupid Undertale battle for fucks sake? Void Stranger does the same but has more time to unpack things and flesh its characters and story. It encourages you to take naps, or think a minute when you feel stuck. Other times, it uh, doesn’t!

It’s a difficult game to talk about without heavily spoiling things, since the cool parts are either going to give away puzzle solutions or just say what happens story wise. I’ve only gotten one of the endings so far, and it was hardly a good one so I went right back into a second run. Even just laying out “You are the caretaker of a princess presumably trying to find her” takes a little mystique out of the opening sequence of “serious woman jumps in perfectly square hole.” One of the great things is just hearing what’s gone different for other friends I’ve had playing through it, there seem to be a lot of secrets and alternate paths to see. For instance, there’s an early game obstacle someone said they got past using a sword, but they wondered how anyone could get past it if they didn’t get the sword because it’s easily missable, so I told them what I did seeing as how I didn’t get the sword!

My only real complaint is kind of a nitpick and mostly a problem when streaming, when in the Void state and stopping for a rest, the game actually closes itself when you fall asleep and needs to be relaunched. That kind of thing always hits me as ‘cute’ but not really helping my immersion or anything, especially if the game isn’t pulling some kind of fourth wall creepypasta fuckery to go with it- hold on a sec

ok yeah nothing seems especially off and if the spreadsheet data means anything I am far too peanut butter brained to interpret it. (splash.png is just the title graphic)

My only other gripe is that you can’t just change facing without taking a step, but the puzzles are designed around it, so it kind of falls into the same territory as getting mad at chess because bishops can only move diagonally. Way back when I played Knights in the Nightmare, something either dawned on me or broke inside my head and I realized it’s kind of dumb to get mad at a game for not having the same rules as another game, and when you start playing on their terms, it can be pretty fun! Or you still hate it, but you hate it for what it is. That said, yeah, it is kind of aggravating when you’re *so close* to a solution but you can’t just turn left without stepping into the bottomless void.

Apologies for keeping this one kind of vague, but Void Stranger really is something you have to try out if you have the chance. It’s only $11.99 USD normally and if Zeroranger is any indicator, you’ll probably have lots of opportunities to catch it on sale. System Erasure is 2 for 2 in my book and I’ll be eagerly awaiting to see what they do next. But what comes after shmups and puzzle games…?

OMG IS THAT A LOTUS WHAT COULD IT MEEEEEEAN

Hyperdimension Neptunia Re;Birth (Or How I Learned To Stop Worrying And Laugh at the Moe)

Hyperdimension Neptunia Re;Birth (Or How I Learned To Stop Worrying And Laugh at the Moe) published on No Comments on Hyperdimension Neptunia Re;Birth (Or How I Learned To Stop Worrying And Laugh at the Moe)

When I get into a game, I have a habit of talking the ear off anyone willing to listen about every minute thing I notice. You would think I would channel that into articles and reviews on my website more frequently or something. Well, ever since I started doing those comics, I kind of got in the habit of clamming up and trying to ‘save’ my thoughts for those, but at times a game comes along that gives me more to talk about than can gracefully fit into a comic panel layout. And as text dense as some of my worse strips can get (if I’m self aware of the problem and call attention to it, it’s totally forgiven right!?), that’s probably saying something. So that brings me to the Neptunia series, which I have sort of a history with already.

A few years ago, my friend Steve and I were trying to put together an experimental-style animated short/pilot of an Eishi n’ Dixie video series, getting as far as getting a script and dialogue recorded. The subject was a niche PS3 RPG, as I tend to wind up acquiring, and it was called Hyperdimension Neptunia. And it was dullllll. Going in, all I really knew was that it was supposed to be full of little in-jokes about the gaming industry, so I was kinda curious about where they’d go with that. Apparently, not very far- extended visual novel style dialogue sequences, soundly meh music, a battle system that kind of felt like Xenogears but less good… overall, I wasn’t particularly impressed with the game as much as the general idea. I didn’t really pay the sequels much mind beyond “how in the fuck did that get a sequel?”, until I got a half decent rig and started down the Steam Sales hole. Among the things I wound up with by the end of the 2015 summer sales were Neptunia Re;Birth 1 and 2; PC ports of the enhanced Vita port that were supposed to be vaguely “better.” And yeah, they kinda are. The battle engine had been refined through the sequels then applied to the ports to make them well, better, as well as attempt to fix some story problems, to limited success. I’ll save that part for later because complaining is fun and I don’t like to start with dessert.

Combat lets you move characters freely around within a set range circle during their turn and attacks are tied to a ‘hitbox’ area that you can fine-tune the angle of so you can catch multiple targets in your swing. Normal combat consists of combos made of slotted skills, split into Rush, Power, and Break types, which respectively build up combo hits (meh), focused strong attacks, and attacks that more quickly wear down the enemy’s Guard gauge, leading to a weakening Guard Break. These include spells in addition to physical attacks, so each turn you can choose the slotted commands that best suit the situation. Then, you have the EXE gauge, which stores power stocks and not only enables Limit Break style attacks, but adds EX Finishers to the combo chains of the party. It sort of makes you have to think whether that extra attack per turn is more useful than a flashy super move, since using an EXE depletes the gauge by one or more chunks and cuts your overall options back down. It might seem like kind of a shallow looking system, but between the free movement, targeting and the almost fighting-gamey inputs, it’s a surprisingly fun system, especially when you’ve got a boss on the ropes and finish them with an over the top special attack.

The Re;births include a new mechanic called the “Remake System,” which is kind of a crafting system that lets you not just unlock items for the shop, but ‘craft’ changes to the overall game. You can add dungeons, alter the items and enemies within them, ‘create’ bonus characters, and even affect overall game balance like permanently reducing the effectiveness of status ailments or allowing you to kill weak enemies on the map with a sword swing instead of going into battle. It’s a pretty cool setup, and I don’t even get especially annoyed gathering materials since it’s usually pretty clear what monsters drop what. (It’s a little harder to keep track of Harvested items on the maps themselves.) The other system that’s neat but not quite as important is the market share system, where doing Quests not only gives you money and items, but also pushes one faction’s market share up a percentage while lowering another. Getting different endings and unlocking all the non-DLC characters requires you to game the market to certain levels, and when shooting for the True Ending, you need to make sure that the enemy has 0% of the Shares and all four of the friendly lands are pretty evenly spread.

Which brings me to a category I like to call the Tangible Flaws. Re;Birth 1 seems to really love lulling you into a false sense of security then throwing an overpowered boss in your path, more or less mandating you re-evaluate your slotted skills and more often than not, grind for a good while until you can brute force it. It happened frequently enough early on that when actual “supposed-to-lose” fights happened, I was wasting Revives and SP Chargers trying to cling to dear life. It was irritating enough that once I progressed enough to go through the Fairy Fencer F collab fight and get some utterly broken gear from it, I squatted in the Arena until Neptune was Level 99 and took care of the last few chapters without breaking a sweat. Neptunia Re;birth 2 seems to have toned it down a bit, but in all honesty, I’ve been playing from the start with another free dlc collab weapon because I wasn’t in the mood to get brick walled every couple hours again, so it may just be me putting a band-aid over the problem before it happened. So, if you’re interested in the game, do be prepared for the occasional level grind.

The thing that I think hurts the game the most is the sheer volume of drawn out, visual novel-style portrait plus text cutscenes in it. It ties in with the more subjective problem of “How Much Fucking Kawaii Uguu Can You Stand?” Neptune and her pals are all relentlessly ‘quirky’ and chatty as hell. The actual storyline isn’t groundbreaking, but the novelty of Fantasy World Plus Video Game References is buried below giant bags of pink packing Styrofoam. Technically, you can skip about everything (even long attack animations), but if you’re fast forwarding through an RPG, it’s kind of failing in a major area. If the dialogue was edited down by a lot, you’d really end up with a pretty breezy, fun game. Hell, it would probably cut an hour off the run time if you just omitted the times a character who’s not really in on the conversation pops in to go “yes, I agree” to remind you they’re in the party. The characters aren’t without their charm, but you’re given it in way too large of a dose at a time.

In the end, I’m still having fun, so I guess that’s something. Streaming it with friends so we can groan and riff our way through the lame parts is fun, and there are some decent ideas and jokes scattered in there. It’s a fun game that I think does deserve a bit more attention, but needs to learn just a little bit of restraint in subjecting the audience to fifteen minute sequences of being stared at by doe eyed, pink haired paper dolls with Newgrounds-esque ‘breathing’ animations. Re;birth 2 has been mostly more enjoyable other than the annoying little twin girls and a certain giant pedophilic robot with a six foot tongue… so hopefully it keeps that up as I enter the last chapters. The enjoyable part. Not the tongue part. The tongue part can fuck off to hell.

MYGames: Gunstar Heroes

MYGames: Gunstar Heroes published on No Comments on MYGames: Gunstar Heroes

MYGames logo
In which I muse about games that left a major impression on who I am and what I expect in the world of gaming.

Growing up, I was a Nintendo kid, but as frequently as I played games at my friends’ houses who had other games and systems, I wasn’t a stranger to the Genesis either. It had a unique sort of charm to it- the graphics seemed nicer, but the sound had the strange ability to be both shitty and catchy at the same time. Though I played the daylights out of Sonic 1-3 and Moonwalker, it always seemed to be the games that I only saw in passing or on TV that really captivated my attention.Continue reading MYGames: Gunstar Heroes

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