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A forum for any non-Nintendo consoles, including PC gaming.

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    • Hanafuda 64: An Angel’s Promise   JP release: 5th November 1999 PAL release: N/A NA release: N/A Developer: Altron Publisher: Altron Original Name: 64 Hanafuda: Tenshi no Yakusoku N64 Magazine Score: N/A Nintendo has a long history with Hanafuda – they produced cards long, long before video games existed. While it doesn’t directly link to this game, it’s still worth noting. I have my own deck of Nintendo Hanafuda cards, and they look lovely, even if I have no idea what to do with them. Hanafuda are a type of playing card used for multiple games, such a set-matching card game where you are trying to build “seasons” of four cards. I didn’t quite get the hang of it, and there are lots of visual aspects of the cards – the printed ones look stunning. The main mode is a story mode. I didn’t get far due to my lack of skill at the game, but it involves a guy returning to a city based on a promise he made years ago. The first person he meets has a broken bike, so you fix it and she asks if you play Hanafuda. When you lose, you do get a little cutscene (she accuses you of going easy on her), which is nicer than just a game over. I presume that the story will eventually go into a romance direction, and it’s one of those where you have to win every time to progress. Outside of story, you can play different types of Hanafuda against CPU opponents, with various options you can change for each type. It seems to be a very well made Hanafuda game, especially with the main story. ? Remake or remaster? For digital versions of Hanafuda, Clubhouse Games: 51 Worldwide Classics is a good version. Official ways to get the game. There is no official way to get Hanafuda 64: An Angel’s Promise
    • Cutscene: "THERE'S A HORDE COMING, GET OUT OF THERE!" me: runs away Game: YOU ARE LEAVING THE MISSION AREA me: "oh maybe I went the wrong way, let's try following the waypoint marker again" Game: leads me into the middle of the horde JUST SAY YOU WANT ME TO FIGHT THEM COME ONNNN
    • These goddamn crows  By far the most annoying enemies in the game and not even joking
    • While this game has issues - a loooooooot of issues - I'm pretty sure I've reached the last act now, and there's something intangible to it which makes it so easy to drop hour after hour into. I'm 20-something hours in at this point, and it's so far proving to be very moreish.  Story has been predictable like I said before (and my previous predictions have already kind of come to pass), but there's an earnestness and honesty in how it presents some romantic relationships which I feel like you just don't really see in a lot of games.  Swimming in 7s for sure right now, in much stronger waters than the weak rapids I felt I was swimming in after my first session with the game, and while I'll wait until it's wrapped up to see exactly where I land on it and if it tries to set up a sequel or leaves things a bit more open, there's an obvious enough foundation here which could have been built on very comfortably with a sequel.  Right now, I honestly still maintain an opinion I had before starting the game, which I've held since news first came out that PlayStation passed on Bend doing a sequel: this should have been a TLOU spin-off, but not an obvious one. You said it before @Hero-of-Time but they already had a zombie property in TLOU, AND it was one with incredible sales and critical acclaim at that, so I think a true spin-off which dropped the name after they'd worked on a spin-off with the name in Uncharted: Golden Abyss would've been a wise step for the studio in building up their confidence. This game has so many freaks but none of them quite match up to their counterparts in TLOU, and the game is constantly hinting at their evolution, so imagine if the game's credits ended with the audio of a Clicker? There's only so much we know about the early days of the Outbreak in TLOU that something like this set closer to the start of it in a different state with its own set of characters and relationships and a totally different dynamic in the open world would make sense: these freaks are much more manageable at this point. I feel like just having it be tied to another property would demand a level of quality not on show here, but I'm not sure if Bend would have gone for it, which is a real shame.  Because there's a level of hubris to this game playing through it now which is incredibly apparent to me after seeing the Days Gone creative director blow his fuse over Deacon being in Astro Bot, as a VIP Bot, which screams that Bend stupidly tried to go it entirely alone and thought they knew better – I'll try to seek out some bits and pieces on development after I complete the game but there's just that vibe to it. There are lessons from other PlayStation first-party games launched before this one which feels like they have been entirely ignored, and whereas, for instance, this game has loading screens galore, I played Ghost of Tsushima at launch on a base PS4 around a year after this dropped and the loading screens were some of the shortest I'd ever seen. I can't remember if I've ever played a first-party PlayStation game with a story emphasis whose cutscenes, and thus story, felt so disconnected and disjointed because of the loading screens and fade-to-blacks which run long, hell I had a fade-to-black yesterday which was so long I thought the game had crashed.  Still a mixed bag, but so far it's a fun yet ultimately forgettable mixed bag. If I don't finish this up today I'll probably do so tomorrow 
    • Just to make sure. Echoes that wield weapons tend to attack straight away if you lock on to a target, and then summon them in range of your target. So you can summon one, have it attack, then immediately summon another one to repeat that. This works even for the ones that cost most of Tri's Triangle thingies.
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