If you have an email ending in @hotmail.com, @live.com or @outlook.com (or any other Microsoft-related domain), please consider changing it to another email provider; Microsoft decided to instantly block the server's IP, so emails can't be sent to these addresses.
If you use an @yahoo.com email or any related Yahoo services, they have blocked us also due to "user complaints"
-UE
Comments
This is not a good sign.
To be fair I do disagree with him on his opinion of the Chozo Temple music in M2. I like that theme because it is both in-your-face and strange.
My favourite kind of games, the ones that cost nothing.
Self-reminder to install Steam and redeem it.
Now I kinda expect I'm gonna be accidentally paralyzed and offed by some random goblin in an otherwise completely unmemorable fragment of dungeon.
reminds me of this one track from a Castlevania game, called "You Goddamned Bathead".
^^ I take that your high elf ranger didn't survive?
Dungeon Explorer II, Snatcher, R-Type, Lords of Thunder, Wonder Boy IV, and Beyond Shadowgate all look pretty cool. I have a version of Shadowgate for PC so I should play that actually. And same with Strider...where that boss fight with the catepillar in space(?) seems to remind me of Death's second phase in Castlevania: Harmony of Dissonance.
(I already knew about Castlevania: Rondo of Blood and Ys I & II.)
I think it's widely accepted that Death in HoD is an homage to the first boss in Strider.
It's okay but I basically never want to hear it again.
I've played a couple of hours of Ever Oasis and I'm starting to think that even though my main reason for not really playing video games has been "No 3DS" or "No extra cash" or "I forgot" maybe I like... accidentally actually stopped being a video game person.
I'm going to try and finish it anyways, but I really liked the calm Oasis building bits and the combat part is either really lacking or I just am not up for that sort of thing anymore.
Its soundtrack, of which a "gamerip" (i.e. directly recording from the game) has been made, but not a proper gsf rip, contains a number of tracks from the associated movie, arranged for the game's sound engine, including (among others) "This Is Halloween", "Jack's Lament" (albeit a shorter version), "Christmas Eve Montage", and a remix of Oogie Boogie's song to serve as his theme track. While the tracks may be a bit underwhelming to people who are used to the original instrumentation, I find them reasonably respectable, as someone who played the game before listening to the originals, and I am especially of its arrangement of "Jack's Lament", short as it is. The soundtrack also probably contains some original tracks.
(As far as "short" goes, nothing really beats the use of "What's This?" -- even though the in-game version is shorter than the whole song, it's used in-game for an invincibility powerup that lasts all of several seconds, which drastically underrepresents even the in-game music version.)
The game also has some neat visual cues that seem to be drawn from the movie, such as the save point pumpkin-king mannequin turning and the the curled hill in an uncurled state (unfortunately it doesn't uncurl on-screen).
Another interesting feature of this game is that it's actually a double-layer metroidvania, -- it has doors/gates that go between a "frontside" and a "backside", but unlike games like Castlevania: Harmony of Dissonance, which simply layer one side on the other and give the player the same perspective to both, it actually reverses direction between the two, if I recall correctly, so going left in one leads you to a connection that you'd get to in the other side by going right. I think this is a neat idea.
If I remember right, the Graveyard -- a long, large, and complex area, which is probably why I remember "Jack's Lament" the most since it's the music here -- serves as a big chunk of the "backside". And while it did sometimes feel a little tedious (though mainly due to the controls and map design making some overuse of Jack's somewhat-lengthy climb-onto-a-platform animation), overall I find this design interesting -- being "dropped into" a mid-game area with no way out for a while, and really having to and being able to get one's bearings on one's own rather than through the careful guidance of the early parts of a game. This is similar to how Super Metroid locks the player in lower Brinstar a little while after they have some time to familiarize themselves with the mechanics.
seems like here's the elemental strategy?
COLOR - UNIT TYPE - ATTACK TYPE
red - power - close combat
green - technique - bullet rain
blue - speed - single hit
blue beats green
green beats red
red beats blue?
Finally, a Mimori meguca.
I hope Aoi punches her. Even though that wouldn't make much sense.
M2 version: strangely vivid, rhythmically unstable.
AM2R version: smooth and ambient.
M2SR version: mysterious and ambient.
Three very different feels.
Neither of the latter two recapture the feel of the original, I think. But I'll have to play M2SR to know for sure.
Seems like Kenji Yamamoto might have done the soundtrack again though. It's got a Metroid Prime sound to it in terms of instrumentation, effects, etc..
I honestly kinda prefer the aural aesthetic of Super Metroid and Metroid Fusion...
Considering the need for named attacks I'm surprised they didn't just give her Rosso Fantasma again. Though this it at least based on something from the anime.
It's not a game I could get into, either, I gave it a try ages ago but got lost in the huge sandbox it is. I think I'll give it another chance. This time I know not to take the Berserker perk.
Thanks for the heads-up!
I'm going (or at least I think I'm going) with an agile gunner kind of guy, I just rescued the daughter of that town place's elder from the raiders (by killing them all) and now I'm stuck again, but at least I'm better geared now and no longer managing everything in detail just to not die.