Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by Cube

  1. DC Cinematic Universe Discussion

    Why do DC always skip too far ahead? We barely know this version of The Flash or Batman as neither have had their own film, we need a bigger build up to give the event a bit more meaning.
  2. What Have You Bought?

    I forgot to post these when I got them:
  3. Rare Replay did the same, older games had rewind but the N64 games didn't. I do wonder, once a widescreen game is added, if it will actually switch to widescreen or just distort the game while keeping it in a 4:3 border. I was thinking that an extra £10 would have been high, £17 is a bit over the top.
  4. Space and the Universe

    Nah, it's a lame PR stunt that's just about some rich white dude bragging about all the money he's made from exploiting people. It's an insult to the franchise that is the reason behind him being chosen.
  5. Dumb algorithms

    I've got a load of stuff I've never heard of, some games/shows I've never seen or played, a random manga, and some sports things like "Scottish Premier", "NBA Basketball" and some specific North American baseball/football teams like "New York City FC" and "Vancouver Titans". Although it does have Agents of S.H.I.E.L.D. five times, which I can understand (well, except that one of them is Spanish).
  6. I definitely enjoyed MK64 at the time, but don't see much reason to play it again. Still far better than MK Wii.
  7. Mario Kart 64 is great in 4 player as it often glitches and runs much faster.
  8. Dumb algorithms

    I've found that if you have your feed set up to "latest first", you seem to see less of their algorithm nonsense. I've also changed my trending location to Japan so I can't read any of them. Trending topics are just something to spread further hate, harassment, false news and to create an atmosphere of perpetual arguments.
  9. If dedicated Switch software sales were so important to them, there would be an option to buy these games.
  10. Super Monkey Ball Banana Mania

    Floor Bent was probably the main cause of it. I'm just quite bad at the game, but loving this version as I can take it one level at a time.
  11. 61. Sonic the Hedgehog (2006) Original Platform: 360, PS3 Version Played: Emulated & Patched 360 version Where to get: Second hand It’s possible that some of you have noticed that I haven’t always played the original versions (it’s just the original Sonic the Hedgehog where I’m looking at specific versions), and I figured that conversations about Sonic 06 have talked about all its flaws and hidden qualities have said everything that ever needs saying, so I figured that for Sonic 06, I would delve a little bit into fan territory. Not as far as P-06 from ChaosX (although I did play some levels after completing Sonic 06 and it’s shaping up to be amazing), but more the patches included in the Sonic 06 mod manager, and just those patches – no additional mods. I included various bug fixes, made it so characters can still be controlled while taking certain actions (such as Amy’s hammer attack), some extra visual flair and one cheat, that being infinite lives. I personally hate lives and the system in Sonic 06 is particularly bad, as you don’t simply start at the beginning of a level, but you have to travel to it and complete any required town missions along the way. I avoided the ones which switch up moves, changes the speed of characters and stuff like that, as I aimed for a more playable version without changing it too much. The first thing to address is the loading screens. Originally they took around 30 seconds each, and there were a lot of loading screens. For a town mission, you’ll speak to them, accept a mission, get a loading screen, they’ll then repeat what the mission is, another loading screen, then go. Then if you fail you get a loading screen, return to the hub and then start the process again. That hasn’t changed at all, but due to simply running emulated on a PC, the loading screens are a few seconds, so you can laugh at the absurdity of the amount instead of having an agonising wait. Sonic 06 starts you off in the hub world of Soleanna. The actual background and lore surrounding the world is really deeply crafted, with lots of nice touches and background detail you can find, unfortunately, the design itself is rather repetitive and a bit bland, so the town missions just aren’t that fun to play and pad the game unnecessarily. Before you can play a level in Sonic 06, you get to watch a brilliantly animated cutscene where Sonic saves a princess, only for her to be captured (something that will happen many times throughout the game). You then need to get to the first level, but need to buy a light ring so you can perform the light speed dash. Luckily, the man next to the shop will challenge you to “SOLVE MY MAZE” as you run through rings, you can then buy the move and access the first mission, wave ocean. The levels themselves are actually really well designed, with lots of multiple paths to take to find quicker routes, either going via more enemies or for a faster route. The homing attack does actually feel a lot more precise than previous games as it always seemed to target what I was intending to, unlike previous games.Unfortunately, there are a lot of bugs, and you’ll die a lot due to unfair obstacles, but for the most part, the main levels in Sonic 06 are a lot of fun, there’s some good set pieces and some good level design. There are a fair few detractors, though. Levels are chopped up into segments, with loading screens between them. Sometimes they look like they could be stitched together to flow nicely, but sometimes it just feels like you’ve warped to a different area, there’s no good transition between the areas at all. Joining Sonic on this adventure are Tails and Knuckles, who you will control at certain points. Tails can fly (for a short time), and has an atrocious attack of throwing item box bombs, which throw fake rings everywhere (making it a pain to find real rings if you get hit). Knuckles’ biggest problem is fixed by a patch (originally, jumping off walls wouldn’t work most of the time), but feels very weak in terms of fighting, which is a bigger part of this as enemies have health bars. You only use them for a few sections, although Tails has his own level, which just feels out of place in the story (Tails suddenly decides to chase after the princess on his own, fails and rejoins Sonic). Sonic’s story in this is centred around saving princess Elise, complete with a romance plot. There’s no real chemistry and it kind of feels like Sonic doesn’t even care at all. Elise does show a bit more initiative in trying to escape each time she gets captured, but it happens a lot. What is interesting about Sonic 06 is that Sonic himself doesn’t really find out much about what is going on, there’s a far deeper plot to Sonic 06 that Sonic himself is unaware of during his part of the story, with the other parts being the focus of the stories of Shadow and Silver. Shadow plays similarly to Sonic, but is a bit more aggressive. His homing attack packs a bit more of a whomp with a very satisfying sound, while he can shoot blasts at enemies. His story is the best out of the three, revolving around Mephiles, a devil-like entity of darkness, who escapes from his cage during a fight between him and Eggman, and Shadow travels to the future and past to try and stop him. Mephiles shows Shadow that the world will turn on him to tempt Shadow to join him. Shadow’s levels are the same as Sonics, but with different setups and routes, and Shadow also has another trick up its sleeve: vehicles. Dotted across some of Shadow’s levels are vehicles you can jump in like a buggy, bike or hovercraft-type vehicle. They are fairly simple to control but fit the gameplay fairly well (that said, it is odd having them appear in the apocalyptic future of Crisis City). There’s also a few glider sections where you get to blow up a load of stuff. You’ll meet up with Rogue and Omega. Rogue controls like a mixture of Knuckles and Tails. She can glide and climb, but has bombs, which are similar to Tails but seem a bit quicker. Omega has a lot of shooting and a hover which feels like it wants to fail a lot, but luckily you can abuse a bug where you can maintain the hover by repeatedly shooting. Both feel great (partly due to the patches), making Sonic’s story a really great experience with a really good story around it. Silver is a new character, a hedgehog who grew up in an apocalyptic future. He’s slower than Sonic and Shadow, but has psychic powers, which make up the bulk of his abilities. Unfortunately, an idea that has the potential to be a lot of fun (and when it works, it really is) is the most problematic in Sonic 06. You can pick up multiple items, but they get in the way a lot, so quite often when you’re throwing an item at an enemy, it will bounce off another item you are holding and fly off. This is especially frustrating in some boss battles. Blaze the Cat from Sonic Rush joins him, who controls quite well and is even faster than Sonic. She has a completely different backstory to Sonic Rush, and is sadly underused. Amy also joins Silver, and randomly has an invisibility ability. Her double jump is a pain to use as it doesn’t continue her momentum, so is more for extra height than distance. The Desert level for Silver also brings an attempt at some physics based puzzles, which is another nice idea. Sadly, it’s not well implemented. The introduction to the puzzle is really nice, you will fight some enemies on what looks like a snooker table, then some numbered balls will roll down. As you hit them the number goes down, and if it gets to zero, it vanishes and respawns. Knock them down the holes and the door opens. It’s a really neat idea, but the next time it appears, it’s full on frustrating, as you have to knock the ball down a very long corridor with corners, holes and a bumpy surface which affects how it moves. The ball sometimes counts down on its own, and can sometimes just go flying and blow up. It’s an absolutely terrible and broken segment, and the best advice is to glitch through the door. Which ultimately is the biggest problem with Sonic 06. It has a lot of great ideas, but they are often not executed very well. There are issues which spoil the flow of the game, but the core gameplay is really good when it works. Even with the issues in the original version, there is a lot to like in Sonic 06, but a lot of frustrations. In its worst stage, it is an immensely flawed game (with amazing music) and fairly bad, but isn’t even close to being one of the worst games ever like it’s reputation suggests. With a few fan patches, it’s a much better experience and a genuinely fun experience. 62. Sonic the Hedgehog: Battle Racers Original Platform: Board game Where to get: Limited availability Sonic the Hedgehog: Battle Racers is quite a meaty Sonic board game. It can be played against each other, or you can have a card-controlled boss character (if you have a boss expansion – I have Dr Robotnik and Shadow, but Metal Sonic and Infinite were also available. Bosses can also be played as a normal character). The aim of the game isn’t simply to reach the finish first (although that does trigger the end of the game), but to score the most points by collecting rings and defeating badniks. The track is built from very large card pieces, with rinks, badniks and rocks placed on them accordingly. You place two, followed by a turn (the person who first enters the turn will then place the next two). In total, there will be two turns and six sections of track. Each round, all players will pick an agility card form their hand and place it face down, flipping them over once all players have picked, they’re flipped over and resolved in order of the number on the card. Each card consists of two sections. The top will have an optional action, this can increase your speed, let you perform a spin (to defeat enemies) or move a couple of spaces. Movement in this section can include moving to the side if you want (which lets you change lane). The second option is the main movement, which will be running, jumping or a choice of either. The distance is based on speed and must be forward (the rulebook is very unclear about this, as it’s quite poorly written), even if it means running into enemies. There are four badniks which have different rules. Motobugs affect players running through them, but not jumping, Crabmeat will hurt enemies jumping past the spaces above and below them. Buzz bombers will hurt players running in front of them, and spinners will affect jumping enemies moving through them. Landing on them (or spinning through crawling enemies) will destroy them, giving you one point. You get a card explaining how they work, but it is a lot to remember to do while playing the game. As you collect rings, they go on five piles, with the rings this round going on the smallest stack. When you get hurt, you lose all your rings and place them on the spaces around you. This can be devastating near the end of the game, so you’ll want to defeat badniks as you won’t ever lose their points. There’s also a bit more regarding terrain types and how they affect speed, and expansions will add even more options. Battle Racers has a lot of maintenance to remember, so it’s very easy to mess up a game by making a mistake because you missed something that should affect your speed. It all feels a bit more complicated than it needs to be, but is a lot of fun nevertheless. When playing against a boss, the boss will have a stack of cards that determines their actions. The next card is revealed when all players reveal their agility card and their action will take place based on the number on it. Bosses will have different abilities. Dr Robotnik will place new obstacles, while Shadow will defeat enemies and collect rings as he moves through them. Bosses start with 10 rings and hitting them will make them lose two. If they get hit with no rings remaining, then they are removed from the game (this rule only applies to players during a solo game, so nobody is eliminated and forced to wait for the others to finish). When playing with other players, you are still competing to get the best score, but if the boss passes the finish line first, all players lose. When playing Solo, you still need to finish first and are awarded a rank based on how many points you have. I managed an A rank against Shadow, but got hurt near the end of racing Dr Robitnik and only got a D. Each character has a special ability, but the retail game only has Sonic, Tails, Knuckles and Amy. The deluxe version I have (which was Kickstarter only) has a lot more, while a few more were at an even higher tier. The models are quite nice, although Sonic does fall down quite easily. It’s a really nice looking game, with fun gameplay (once you get the right rules), but the amount of stuff you have to remember and pausing the game to set up the next sections of track add a lot of maintenance that makes it a pain to play at times.
  12. Grand Theft Auto: The Trilogy

    I would actually love ports of Burnout and Burnout 2.
  13. Grand Theft Auto: The Trilogy

    Rumours suggest that these ports are running on unreal engine, but my guess is that it will be minor improvements and that it's easier for them to port the game to unreal then it is to port the original engine to lots of platforms.
  14. The thing about those games is that they need to be pulled off really well (the game, not the goat @Ashley). The games appear broken, but actually function entirely how they are designed to. It's more of a form of video game humour. One game of that type that I've played, Totally Reliable Delivery Service, is just a really low effort game that's just "disguised" as one of those humourous games. It just feels broken because it's actually broken and, as a result, is just bad in a boring way. I think how frustrating a broken game can be is partly why it's hard to find enjoyment out of truly bad games. I'm playing a lot of Sonic games and the "bad" games I've enjoyed have been due to the good elements of it, not because I'm laughing at the bad parts. I suppose some people might enjoy functional games that have absolutely terrible plots (such as Twelve Minutes), but those are more "amusingly bad" in the exact same way as a film would be.
  15. Super Smash Bros. Ultimate

    If it's a club, why is it called a keyblade and not a keyclub?
  16. Super Smash Bros. Ultimate

    Nintendo are one of the worst companies for that, so it wouldn't make much difference.
  17. Super Smash Bros. Ultimate

    Looks like they couldn't afford full licensing to pull of the main aspect of the franchise. And then the KH games are getting cloud only versions. At least this has provided entertainment from how hilariously bad it all is. It's provided a good chuckle
  18. Super Smash Bros. Ultimate

    Generic anime JRPG sword character #594. I wonder if his only mildly interesting characteristic (they he works alongside other Disney characters) will even be part of his Smash character...
  19. Super Smash Bros. Ultimate

    Oh, the question mark for Steve? is because the question mark was part of his name when I played Minecraft, he's on my list because of how interesting his moves look. I wanted to see all announcements before deciding what to get.
  20. Super Smash Bros. Ultimate

    Yeah, it unfortunately doesn't seem like something Nintendo wants to do, as BotW never had one. I'll probably end up getting the base game in an offer and buying Piranha Plant, Banjo and Steve? from the DLC.
  21. Super Smash Bros. Ultimate

    What would be would be a good announcement of a "complete edition" being released. It would be quite diddy in the grand scheme of things to most people, but to me it would make it a chunky announcement. If they don't, I'll be cranky about it.
  22. The amount of time from the opening cutscene to the end credits of a video game is an important part of the game. People like to feel like they’ve had their “money’s” worth, but at the same time you don’t want the game to grow tiresome before you reach the end. The balance is a very important one. On top of that, the feeling of a “perfect length” isn’t simply a set time, but something that is different for every game, and people of course will have a different view of what is the “right” length for a particular game. So how do you make a game that caters for these views? Pshychonauts 2 is a game where I felt was a perfect length. If a developer thinks that their game may be viewed as too short, they may look at ways to artificially lengthen the game, creating content that reuses assets, completing fairly dull tasks or even just forcing the player to replay stuff. I’m currently playing a lot of Sonic games, which is a franchise that has a lot of “padding” in their games. The classic games were amazing games that were short, but still extremely well loved, but as time went one, people expected all games to last longer so Sega had to come up with different ways to make later Sonic games last longer. For Sonic Adventure and Sonic Adventure 2, Sega added additional gameplay styles. These were a bit hit and miss. In Sonic Adventure, I would have been more than happy with playing through the Sonic campaign and then fighting the final boss, then having the other characters be optional, but instead you have to play through all of them to reach the final section of the game, including an incredibly tedious set of fishing levels as Big the Cat. Sonic Adventure 2 handled it much better by intertwining the other gameplay styles between the main Sonic gameplay, although at parts I just really wanted to get through parts to reach the next Sonic/Shadow stage. These Gaia gates are the absolute worst. Sonic Unleashed also had something like this, with the “Werehog” sections, utilising a “budget God of War” style of gameplay. I personally thought that this was a decent form of padding and actually enjoyed the Werehog gameplay, but Unleashed didn’t think this was enough. To me, the major flaw with Sonic Unleashed are the Sun and Moon medals: items hidden throughout stages that are required to progress. Having to stop your “urgent because the world is ending” quest to grind medals on previous stages really kills the momentum of the game. The sun and moon medals were, however, the start of something good: the Red Rings that have appeared in multiple Sonic games, starting with Sonic Colours. These have the same general idea as the Sun and Moon medals, but aren’t required to complete the main game. As they’re not forced on you, I actually find myself wanting to find them a lot more, especially as I can do it after beating the game. In Colours, the red rings also unlock extra levels with a simplistic graphical style which I think is a great bonus. In terms of pacing and structure, I think Sonic Colours does an incredible job of getting the length of a game down, especially for Sonic. Choosing to hunt for red rings is a lot of fun. Sonic Generations also used Red Rings, but also added extra optional missions. This is something else which I think is a great way of adding content to the game. They’re short snippets of gameplay, either challenging a very specific aspect, or coming up with new alterations to the gameplay. It’s a fun way of honing your skills once you’ve beaten the main game. Another type of padding – one that I personally hate – is repetition, where a game forces you to replay levels, sometimes with slight alterations. In Sonic Heroes, you have to play through the same levels (with small changes) four times before you have a chance of facing the final boss, and on top of that you also have to get 7 Chaos emeralds. The gameplay for each playthrough is mostly the same, so you’ll likely get fed up with the game before you beat it. Shadow the Hedgehog takes this even further, making you beat the game in 10 different ways before you get the ending. There are more kinds of padding outside of Sonic. Open world games often have a lot, such as in terms of side quests. I have a love-hate relationship with side quests as I’m the kind of gamer who likes beating all missions before moving on, and for some games it can be difficult to decide how many side quests to go for. Dragon Age Inquisition is a nightmare to play from a completionist point of view, as it seems to be designed in a way where you choose the kind of quests you prefer playing. The idea is a good one, but I think too many people just like doing everything that this set up puts a lot of people off playing the game, especially as the starting area is fairly dull and some people can spend over 10 hours there before moving on. I am very glad that I was warned in advance so I could stop myself from trying to do all I could, which allowed me to enjoy the game. A game I feel is underrated, but also a great example of a game that feels right in terms of how big it is. Another common thing in open world games are hidden collectables. Fewer people seem to have the compulsion to find all of these, so they feel more “optional” than the side quests, possibly as there’s usually little story elements that go alongside them. I think Sleeping Dogs is a good example of a game where the collectibles have you exploring the whole map, but it never feels like there’s an overwhelming amount. I’ve fully completed it multiple times, while I’ve never bothered with collectables in GTA. One exception to this that I’ve found is the Koroks in Breath of the Wild. There is an obscene amount of them to find (900) and while I’ll never attempt to find every single one of them, I still found myself stopping whenever I noticed a little puzzle that led to finding one. I think the bit of interactivity within the world (as opposed to walking over something or pressing “pick up”) makes it a lot more fun than most collectible hunts. One game which I felt had a massive amount of collectibles, but still managed to balance its length well, was Super Mario Odyssey. The main aim is to collect Power Moons, and there are a whopping 836 to find, then there’s blue coins (which have a different appearance in each level) with 1,000 of them to find as well. I found everything, but never felt like the game was too long as it never outstayed its welcome. The different visual styles of each world in Super Mario Odyssey also helped with keeping it feeling fresh. However, Super Mario Odyssey is also clever in how the game is structured. The first time in each level, you are only able to find around half of the Power Moons. This means that people won’t spend too long on a level before moving on. Some will still find everything, while others will see it as a sign that they’ll return later to mop everything up. You’ll progress through the worlds before you defeat Bowser and see the end credits, which creates a satisfying ending for people who wish to stop there. For people who want to do more, extra challenges await. My only minor complaint is I think the hints should be a bit more available, essentially making the Amiibo hints part of the normal game instead of needing 50 coins a go. Then there are games which have a definite ending, but you can choose to face the ending when you feel like you’re ready, even if it’s very early on. Breath of the Wild and Sable both do this, albeit in slightly different ways. Breath of the Wild is all about preparing yourself for a tough fight, making Link as powerful as you think he needs to be, whereas Sable is more subtle. The game is all about exploring the world to discover what your place in it should be, returning back home once you’ve decided it’s the right time to choose. It’s an interesting idea as the player can choose when they feel is right for them to end it. If you start getting tired of the gameplay, you can face the ending before it becomes too monotonous, potentially returning to complete the rest at a later date. Sable: explore as much or as little as you want until you’re ready to end the game Other western RPGs have this to a certain extent, but the “main quest” is usually fairly long. That said, in these games, some players can have a lot of enjoyment out of all of the side stuff, such as in Bethesda games, so much that they don’t even care about completing the main game. These games do, however, need to respect players’ time. One kind of quest which does not do this are procedurally generated quests. In Skyrim, these weren’t a big issue as you had to go out of your way to ask for them, but Fallout 4 got a lot of criticism because it forced these quests into your quest log, cluttering it up. It ended up feeling that the game was wasting your time by getting you to do meaningless stuff, when all it had to do was make it clear that it was a “random” quest and require you to ask for one. Backtracking is also another way a game can sometimes give a feeling of repetitiveness. It’s not usually something that comes up for open world games (possibly because most let you skip it with fast travel), but is for more structured games, especially Metroid-like games, or more “semi-open world” games (which borrow elements from Metroid). In these games, you often traverse back and forth through corridors you’ve already walked down, however you’ll become more powerful and earn new powers throughout the game that each time you go through an area, it will be easier and quicker and you’ll have your eye open for new secrets to discover. This created a wonderful sense of progression and is something I actually love. In games like Metroid, Control and God of War, I rarely feel like I’m repeating sections for the sake of it, but because it’s part of a coherent world that I’m learning and exploring. I’m hoping that Metroid Dread continues the tradition. So far I’ve focused on games that either feel too long, or games that come up with ways to avoid feeling too short. In terms of big budget games, the example of games feeling “too short” are much rarer because developers tend to aim for longer games, and if the main gameplay is too short, they will use some of these methods of padding (and more I haven’t touched on). Some games occasionally feel lacking and like content has had to be cut for time, such as The Legend of Zelda: Wind Waker (one of my favourite games), but it seems quite rare that a big budget title is accused of being too short. However, since the advent of downloadable games, the concept of “cheaper, shorter” games started to get popular with the Xbox Live Arcade, and the digital stores have made it more accessible for indie games to be far more accessible, and now more people are playing them due to subscription services like PlayStation Now and Xbox Games Pass. And I absolutely love it, because it has created such a variety in gaming that it is really nice just playing a game for a few hours. I would love to see more big budget games follow on from the format of indie games where the length of the game is simply what the game needs it to be, and not what an executive demands it to be because of market research. Off topic: play this game. Don’t look anything up unless you’re well and truly stuck, and then only look at hints. One interesting game in terms of length is The Outer Wilds. You could technically finish the game in 22-minutes, but you would have to use a guide (and you would completely ruin the game for yourself). Instead, the game is all about experimenting and figuring out how the universe works and working out what the actual goal of the game is. It’s a wonderful experience and the length of the game will vary massively based on how long it takes you to figure stuff out, the order you explore stuff in and just how long you spend trying crazy things that end up failing or just messing around. The time cycle aspect of the game ends up creating a feeling that you can take as long as you want or be as quick as you can, and it’s a lovely feeling of freedom. Then there are games which take interesting ideas and present them in a format where they don’t outstay their welcome. Journey is a wonderful experience that would be dull if it was stretched to a 15 hour game, and games with unique mechanics like Superliminal would end up feeling repetitive if they were much longer. It’s really nice when games aren’t pressured into taking up all of your time. Not focusing on length also means more humorous games like the lovey Rain on your Parade can exist. Which is also a popular kind of game: there are some games which attempt to fight to be your only games, pushing out new content on a regular basis, often funded by cosmetic purchases or loot boxes. They’ll often have weekly or daily quests to encourage people to play every day. While some people love this, and you can get a lot of time from a limited budget, I just find this exhausting, and ends up making some games into something that feels like a second job. I am excited for what the future of gaming will bring, as I expect that we’ll see even more variation in the future. I think big budget games will start experimenting more with game length, and indie developers have plenty more ideas to bring to the table. But what kind of game length do you like, and which methods of padding do you think enhances a game, or which ones make you sigh when you encounter them?
  23. I have it on the Wii/Wii U. Got as far as some lava boss. It's just a genre that's not for me.
  24. Favourite Switch experience (so far)

    Super Mario Odyssey. An amazing game that captured the feeling of SM64 and full of fresh ideas. I ended up collecting absolutely everything in it. Second would be the Octo Expansion for Splatoon 2, an absolute joy.