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<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><description></description><title>clickbliss</title><generator>Tumblr (3.0; @clickbliss)</generator><link>https://clickbliss.net/</link><item><title>Grid Force brings an ambitious new take of the Battle Network style</title><description>&lt;figure class="tmblr-full" data-orig-height="215" data-orig-width="460"&gt;&lt;img src="https://64.media.tumblr.com/1715b29f461d0be38a87093109b379d2/3f21467663917544-3d/s540x810/4ae0b4b9a2df0f8708d71e5bcb69b2e3b3be0a02.png" data-orig-height="215" data-orig-width="460"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (@siegarettes)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Grid Force: Mask of the Goddess&lt;/i&gt;&lt;/li&gt;&lt;li&gt;Developers - Taito, Pyramid, M2&lt;/li&gt;&lt;li&gt;Publisher - Square Enix&lt;/li&gt;&lt;li&gt;Switch, PS4&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Self-described as a &amp;ldquo;tactical bullet-hell RPG&amp;rdquo;, &lt;i&gt;Grid Force&lt;/i&gt; is in reality a &lt;i&gt;Mega Man Battle Network &lt;/i&gt;style game. Presented with visual novel style branching dialogue and illustrated comic panels, it immediately impresses, and continues to do so as the scale of what it&amp;rsquo;s attempting is revealed. Grid Force is unafraid to reinterpret the core ideas of its inspiration, with arenas that vary drastically, and a large roster of playable characters that shake  up the way battles play out on every screen. Unfortunately, Grid Force&amp;rsquo;s ambitions often overreach, leaving the execution of its many ideas inconsistent through its runtime. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/2e1b9908c06062c7d68cdfa118db7269/3f21467663917544-3b/s540x810/51155a891d3ae174f877908ebe932399aca6516c.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;Grid Force&amp;rsquo;s initial visual impact is quickly lost in messy visual language, and confusing design choices. I had plenty of favorites across its cast&amp;ndash;which admirably attempts to include a diverse range of races, body types and play styles&amp;ndash;but was sadly kind of mixed on the designs overall. In attempting to represent such a broad range of cultures, Grid Force sometimes plays with a cultural shorthand, with designs that feel more like they&amp;rsquo;re meant to tell you what the character represents, more than anything about the character themselves. Unfortunately, this does include members of the main cast, who get the most screen time in the story. &lt;/p&gt;&lt;p&gt;Their in-game representations don&amp;rsquo;t flatter the characters either. Grid Force uses one of the weaker implementations of cut-out style animation, with broad movements that lack the finesse and details that generally make the style work. Attacks lack impact or strong posing, making it harder to read in the chaos of combat. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/c7b6d8d22233f10a644581911562056b/3f21467663917544-15/s540x810/d1b1549a15c4805bf6f60d269d93806c8972d126.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;p&gt;Readability is a  huge  issue in general. The grid uses a combination of 2D and pseudo-3D hitboxes. Targeted attacks land within marked spaces, giving clear indications of where the end of their arcs are, but other attacks can collide with the entire 2D space they occupy, even if they seem to be at a &amp;ldquo;depth&amp;rdquo; that&amp;rsquo;s in front or behind a character. A shot might hit a larger character in the head instead of passing &amp;ldquo;behind&amp;rdquo; them on the tile above, for example. It generally works in the player&amp;rsquo;s favor, and is at least internally consistent, but mixes visual rules in a way that&amp;rsquo;s unintuitive. &lt;/p&gt;&lt;p&gt;Layered on top of this is the class, armor and elemental systems, which can swing the direction of battle wildly. Damage output can be near zero if attacking with the wrong element or attack type, and you can quickly be one-shot if hit with your elemental weakness. Conversely battles can be a breeze if you go in with the right character. With luck, or a little precognition, you can finish battles near instantly. The first boss fight dragged on, but when I made it to the second, I happened to have a character on my team that annihilated the boss on the first try.&lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="1080" data-orig-width="1920"&gt;&lt;img src="https://64.media.tumblr.com/ee73d5e2ee345c7737d7869553f3789b/3f21467663917544-fa/s540x810/7b1a5338b4d88f0159b6a5b57c44665caedc6c67.png" data-orig-height="1080" data-orig-width="1920"/&gt;&lt;/figure&gt;&lt;p&gt;Elemental weaknesses can be hard to parse, too. A small symbol delineates an enemy element, but they vary with class type, leaving only the color to communicate the element. Elemental weaknesses aren&amp;rsquo;t always intuitive either, with interactions like dark beating water, or air beating earth. I found myself constantly glancing into the pause menu to check the weakness order, although unfortunately there isn&amp;rsquo;t a way to do the same for your team&amp;rsquo;s attributes. &lt;/p&gt;&lt;p&gt;The obfuscation continues to the leveling system, which seems to keep characters perpetually underleveled. After each battle a random set of shards are dropped, each corresponding to an element, and each of those elements increasing a certain attribute. (These also need to be picked up before advancing to the next area, so you can lose resources if you&amp;rsquo;re not careful).&lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/c082963efd358be11b8ac9333ca321ac/3f21467663917544-51/s540x810/1f2411914b5a095fb7d5721b8333b66412144696.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;p&gt;Each attribute has a certain number of tiers that contribute to stat growth, and additionally work together to affect your primary stats like hit points and mana points, as well as earn you the next character ability. With each tier the requirements for the next one go up exponentially, making it cheap to bring up the initial tiers, and expensive to continue improving. Cost seems to vary by character as well, with characters having affinities for certain elements, making you work if you want to improve them in areas that they&amp;rsquo;re not naturally aligned to. &lt;/p&gt;&lt;p&gt;I see the intent behind the system&amp;ndash;which would in theory make leveling up more considered and keep pushing you towards certain builds rather than a more generalized approach&amp;ndash;but in practice the scarcity and randomized nature of resources meant I threw points into whatever areas I could afford to level up, just to keep up with enemies and work towards the utility of new abilities. &lt;/p&gt;&lt;p&gt;Grid Force is full of odd designs like this, attempting ambitious ideas that don&amp;rsquo;t land. But when it hits, it hits. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/014dd10988c2552f4bc31c5ba4b0ebc8/3f21467663917544-e5/s540x810/dca4f1a4a2558fc29a728198423b4c7f06d88c92.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;p&gt;Even with its many issues, when you get everything lined up Grid Force feels GOOD. Synergizing abilities to take advantage of the various grid designs, setting up the right team composition, and parrying enemy attacks makes the tactical layer engaging. Working out how to stagger an enemy for big damage is rewarding, and giving the enemy the ability to parry your attacks keeps you from treating it as a DPS race where you can keep firing without consideration. The core systems here shine with the right team, and while it can drag when you’re not prepared, there’s an intense back and forth to boss encounters that makes them engaging even on a repeat encounter. To the point where I was surprised that Grid Force didn’t have any multiplayer options, as it felt suited for it. &lt;/p&gt;&lt;p&gt;The combat loop kept me around even when grinding my new team members up to my current power level, because I was happy to see how much better I could do this time around. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/458a50aa3a947ee8a11863236b547eee/3f21467663917544-69/s540x810/1fd2a1242f82225f65b2792d2e5b796217b8db0f.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;p&gt;And this is a game that you’ll want to dip into for repeat playthroughs. Not only to see the other story paths, or unlock characters you missed the first time, but because it’s built into the thematic framework of the story itself. Grid Force is a game about continuing to struggle, together, against a world that’s hell bent on entropy and your destruction. It’s about cycles of suffering and what we can endure before you finally achieve the world that we want. And like other parts of the game, sometimes it’s attempting to pull a little more weight than it can carry. I found it hard to relate to some characters, and the story often tries for a heavy atmosphere before giving you a proper idea of what the stakes really are. &lt;/p&gt;&lt;p&gt;Grid Force takes on a lot of ideas, and only manages to see a few to a complete, refined state. But the few it achieves this with are excellent, and give it a unique, standout identity. Of the recent games in this style it’s easily my favorite, with such a variety of characters, personalities and mechanics that I’d love to see it expanded on and refined. Grid Force is taking on a lot more than it can handle, but that makes it hard not to root for its success. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/4c61746018a40404e82c66a3e9e3fb3f/3f21467663917544-b8/s540x810/c34476207d5a05ba36ffbd49cd148b00a33e1a84.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;</description><link>https://clickbliss.net/post/700828025234817024</link><guid>https://clickbliss.net/post/700828025234817024</guid><pubDate>Sun, 13 Nov 2022 11:48:07 -0600</pubDate><category>grid force mask of the goddess</category><category>grid force</category><category>mega man battle network</category><category>review</category><category>mmbn</category><category>rpg</category><category>action</category><dc:creator>siegarettes</dc:creator></item><item><title>My favorite ways to play GBA</title><description>&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/c4b0894346636e000932759d8f2b55cc/211d143144066929-ae/s540x810/8f7e50ab2189e81beac7eb7de9ade930b1093070.png" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (@siegarettes)&lt;/p&gt;&lt;p&gt;The GBA is one of my all time favorite consoles. With an iconic, pocketable form factor and an expansive library of games, I’m still finding ways to enjoy it, over twenty years after its release. And with so many different options to revisit that library, it can be easy to get wrapped up in finding the “perfect” way to play it. But the truth is, so much of the handheld experience is wrapped up in the hardware you play it on, that the best option is going to be different for each person. &lt;/p&gt;&lt;p&gt;So today I’m going to run through my favorite ways to play GBA, why I picked them, and what makes each great. &lt;/p&gt;&lt;!-- more --&gt;&lt;p&gt;***&lt;/p&gt;&lt;figure data-orig-width="680" data-orig-height="680" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/8a6c760263b86908a56dd1ef97985fd1/211d143144066929-63/s540x810/0a01d7bb36a883121262fd1f98a7451ad2f7c29d.png" data-orig-width="680" data-orig-height="680"/&gt;&lt;/figure&gt;&lt;p&gt;Before you start whipping out your wallet, look around your room, check your drawers, or dig through your garage and see if you’ve got a DS Lite hanging around. &lt;br/&gt;&lt;/p&gt;&lt;p&gt;This was my GBA standby for years, and it still remains a great option. With a great clamshell design, rechargeable batteries, a built-in backlight, and perfect compatibility thanks to its built-in GBA hardware, it’s an accessible and fuss-free way to revisit old titles. As a bonus it plays, ya know, DS games. &lt;/p&gt;&lt;p&gt;Audio output is clean, if a little bit low volume at times, but that can be fixed by pairing it with the right earbuds. The only real downsides are the aging hardware can make it a little harder to find good condition units, and the older screen and slightly higher resolution mean there’s slight ghosting and the image won’t fill the screen without stretching. &lt;/p&gt;&lt;p&gt;The DS might not have the fidelity of modern options, but it’s an off the shelf solution with nearly every feature you’d want, with minor compromise and zero setup. &lt;/p&gt;&lt;p&gt;***&lt;/p&gt;&lt;figure data-orig-width="3072" data-orig-height="4080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/7b7b77938bb1cfb73074b8a91e3b888d/211d143144066929-4b/s540x810/f3b2437d27485c60f5d6cec500677e68958cb2c7.png" alt="image" data-orig-width="3072" data-orig-height="4080"/&gt;&lt;/figure&gt;&lt;p&gt;If you want something closer to the original experience, a modded GBA can’t be beat. I prefer an original model GBA, since it’s less cramped than the SP. With a new lens and an IPS screen, and custom shells, you can get a unit looking nearly like new, with an image that easily outdoes the DS, and of course, has perfect compatibility and integer scaling. &lt;/p&gt;&lt;p&gt;The biggest drawback is by far the price. The components for modding are reasonable alone, but quickly add up, especially if you want options like rechargeable batteries, or a fix to the noisy GBA headphone jack. Power consumption rapidly becomes an issue as you add additional mods, or use a flashcart. At one point I thought I had bricked my console, but it turned out the combination of the increased power usage of my flashcart combined with the new screen was simply drawing more power than the depleted batteries could put out. &lt;/p&gt;&lt;p&gt;Even with those hassles and drawbacks, when I need that uncompromised, perfect compatibility, this is my personal favorite way to play GBA. Modern screens might give an experience closer to emulation than slightly blurred, washed out colors of unmodified hardware, but it looks so good it’s hard to make a fuss about it. &lt;/p&gt;&lt;p&gt;If you’re lucky to live in a place where you can access professional modding services, through Etsy, eBay or otherwise, you can buy a pre-modded GBA for not too much more than it’d cost to build it yourself, and save yourself the anxiety of trying not to break anything in the process. &lt;/p&gt;&lt;p&gt;I got mine from Gamechanger Mods in New York. They’ve got tons of fantastic custom colorways, and Greg was prompt and quick in making adjustments and sending the unit back and forth. Honestly, it was easily worth what I paid for it, but it’s difficult to recommend this option for anyone other than the most particular players. &lt;/p&gt;&lt;p&gt;***&lt;/p&gt;&lt;figure data-orig-width="1185" data-orig-height="838" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/9a7c267e074654dfc3418add99e1eb8f/211d143144066929-75/s540x810/bd24c572c978f7c19e420e448f5e0d371ae23d35.png" alt="image" data-orig-width="1185" data-orig-height="838"/&gt;&lt;/figure&gt;&lt;figure data-orig-width="1185" data-orig-height="838" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/2d7c80eb519310c799b952f322c7f1fb/211d143144066929-95/s540x810/36734af21094cd43532d69a313e584fea84ddb75.png" alt="image" data-orig-width="1185" data-orig-height="838"/&gt;&lt;/figure&gt;&lt;p&gt;For people not going for original hardware, emulation is the easiest and best option. There’s a bit of a preconception that emulation is inherently and noticeably worse, but with over 20 years of emulator development, emulation has progressed to the point where, with the right hardware and software, it’s near indistinguishable from the real thing. The process itself introduces some inherent latency, but unless you’re playing a rhythm game or you’re a speedrunner attempting frame perfect tricks, you probably won’t notice. In return you get an incredible suite of features and flexibility. &lt;/p&gt;&lt;p&gt;For my money, mGBA is hands down the best out there, with incredible accuracy and robust features that I didn’t even know I wanted. Tuned correctly, performance was even consistent enough for me to play games with tight timing, like Rhythm Heaven. It can’t make me good at them though. &lt;/p&gt;&lt;p&gt;I do have to shout out VisualBoy Advance though, which hit early and paved the way for a lot of future efforts. I was legit emulating games as I kept current with physical releases, thanks to VBA. &lt;/p&gt;&lt;p&gt;***&lt;/p&gt;&lt;figure data-orig-width="1024" data-orig-height="1024" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/9c8f1d614fae8279dbc0e18fc50ab250/211d143144066929-dc/s540x810/69f6ba31f1bf85122324b2b9433cbe974c35d9d3.png" alt="image" data-orig-width="1024" data-orig-height="1024"/&gt;&lt;/figure&gt;&lt;p&gt;When I need a pocketable GBA emulator, to me the Anbernic 351P is the only option. The 351P has just enough power to run mGBA smoothly, with low latency, and just as importantly, has a screen that matches the GBA’s 3:2 aspect ratio, at a  perfect 2X integer scale. Basically no other portable emulator can say that. &lt;/p&gt;&lt;p&gt;The shoulder buttons are similar to those on a GBA SP, but with microswitches and landscape form factor closer to the original GBA, as well as a good dpad, four responsive face buttons, dual analog sticks that click in, secondary shoulder buttons, and a rotary volume wheel. &lt;/p&gt;&lt;p&gt;The same factors that made it ideal for GBA compromise the other systems it can play, but it’s generally still adequate otherwise. On top of accurate emulation, you can even configure it for save states, rewind and fast forward, and remap the controls as you please, which is a godsend in difficult action games like Mega Man Zero. &lt;/p&gt;&lt;p&gt;The biggest problem is how much work you have to do to get it up and running. It’s not even worth using the stock firmware, and you might as well throw away the SD card it ships with, leaving you to flash a custom OS and load up your own SD card with ROMs, if you want it to meet what I’d consider the minimum standard for emulation. No matter what firmware you go with, you’ll be stuck with Retroarch, which is a miserable hassle to navigate, even after you get over the learning curve. &lt;/p&gt;&lt;p&gt;Quality control is hit and miss too. My first unit had its headphone jack come loose through regular use, and the replacement I was sent had the same issue, even after I took extreme care with it. I ended up opening it up and resoldering the joints myself to repair it, which should NOT be a required step. &lt;/p&gt;&lt;p&gt;Personally, the 351P is still by far the best portable emulator in terms of features, form factor and price, but it’s up to you if all that work is actually worth it. &lt;/p&gt;&lt;p&gt;***&lt;/p&gt;&lt;figure data-orig-width="3072" data-orig-height="4080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/3c8513245676743ebaceb37582bd8063/211d143144066929-54/s540x810/62750cfd84dc905085d306a828b282da26e450a7.jpg" data-orig-width="3072" data-orig-height="4080"/&gt;&lt;/figure&gt;&lt;figure data-orig-width="4080" data-orig-height="3072" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/1fd5a7a862182ec4e05d14ddbb49b616/211d143144066929-00/s540x810/c6e9ac665780529901f36fc9081695c013e762c8.jpg" data-orig-width="4080" data-orig-height="3072"/&gt;&lt;/figure&gt;&lt;p&gt;Now if price is no issue, and you somehow don’t care about portable play, the MiSTer project offers an incredible suite of alternatives to emulation. While software emulation still has it beat in flexibility, accessibility and diversity of options, a lot of the common conveniences are here, bolstered by an FPGA solution that emulates the system at a hardware level. It’s probably one of the most accurate ways to play GBA, barring original hardware, and still cheaper than trying to get a GBA Player running on modern screen, or modding a GBA into console form. &lt;/p&gt;&lt;p&gt;There’s a lot to love in the MiSTer’s GBA core&amp;ndash;from the infinite controller choices, micro adjustments you can make to the display and sound options, and even support for the same rewind, fast forward and save states you’d get elsewhere. &lt;/p&gt;&lt;p&gt;By far my favorite feature is the 2 player GBA core. It’s a bit of a pain to import and edit save data, but it’s otherwise one of the fastest ways to get GBA multiplayer up and running, without the need for two systems, carts or link cables. There are so many ways to display the two screens, including outputting the second player to a separate screen. It opened up the possibility to easily play a lot of the multiplayer modes I’d never had the chance to check out. &lt;/p&gt;&lt;p&gt;I legit brought my MiSTer to my local fighting game meetup and played loads of multiplayer GBA games, some for the first time. We tried everything from Sonic Battle to competitive Mega Man Battle Network. All with our own controllers or arcade sticks. &lt;/p&gt;&lt;p&gt;***&lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/67b05843a5e20156fb1f73421f302c38/211d143144066929-88/s540x810/6cebdf240600c995dde4fea180a74eb07819c37f.png" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;And those are all my favorite ways to play GBA!&lt;/p&gt;&lt;p&gt;Each of these are great options, but don’t get wrapped in thinking they’re the only choices.&lt;/p&gt;&lt;p&gt;Regardless of which way you choose to play the GBA, there’s an incredible library to dig into, with ways to personalize the experience to fit exactly the life you’re living. &lt;/p&gt;&lt;p&gt;The important part is to get out there, and play the damn games. &lt;/p&gt;</description><link>https://clickbliss.net/post/697515953517412352</link><guid>https://clickbliss.net/post/697515953517412352</guid><pubDate>Fri, 07 Oct 2022 23:24:10 -0500</pubDate><category>gba</category><category>modded gba</category><category>anbernic</category><category>rg351p</category><category>retro</category><category>feature</category><category>mister</category><category>emulation</category><category>ds</category><category>ds lite</category><dc:creator>siegarettes</dc:creator></item><item><title>The Retroid Pocket 2+ Experience: Flawed, Frustrating, and Fun</title><description>&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/2eb11aa1b413eb0afc98d786d17cd636/6ff32763e10e6dbb-8e/s540x810/fcea5016afc9fa765722b7181755f9bbd31a31bd.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Retroid Pocket 2+&lt;/li&gt;&lt;li&gt;$100 via Retroid, $150 via Amazon&lt;/li&gt;&lt;li&gt;Android based emulation of whatever systems you can load onto it, up to the Dreamcast&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Emulation handhelds sell an incredible promise. Multiple generations of consoles and handhelds, all on a single device , with a unified control scheme and the added features of years of emulation development. But more often than not, these devices are a bundle of compromises with features packed in no matter if they make sense. &lt;br/&gt;&lt;/p&gt;&lt;p&gt;The Retroid Pocket 2+ initially seems to be exactly that&amp;ndash;an incremental upgrade for a sub 100 dollar device, reusing the same shell and awkward controls,running on an outdated version of Android. No matter how you cut it, any modern Android smartphone with a decent USB controller is going to outpace it in performance. So it better offer some other compelling reasons to pick it up. &lt;/p&gt;&lt;!-- more --&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/0f59f16da2d88236646134feb21d03e2/6ff32763e10e6dbb-1f/s540x810/9552f0b7a9d7d7532de5ab03cd512b67d5342b06.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;Before we start, I want to note that this isn&amp;rsquo;t a comprehensive overview, or technical deep dive. There are others who&amp;rsquo;ve already done that better than I can, and have thoroughly tested emulation performance with a variety of systems and games. Any metrics I put out would likely be outdated by the time I put out this review, anyhow. &lt;/p&gt;&lt;p&gt;Instead I&amp;rsquo;ll be looking at the device&amp;rsquo;s practicality,and how enjoyable it is to play games on, based on my own personal experiences and preferences.&lt;/p&gt;&lt;p&gt;We&amp;rsquo;ll find out what, if anything, kept me playing this thing for three months, instead of putting it down and picking up a more powerful device instead.&lt;/p&gt;&lt;p&gt;Let&amp;rsquo;s get this out of the way first: despite improved buttons, an added touch screen, and a significant power boost, the 2+ is still held back by the controls it inherits from its predecessor. &lt;/p&gt;&lt;p&gt;The Retroid Pocket 2+ uses the same Switch style buttons and sticks, but the cramped layout means they lack the offset d'pad and button placement. To prevent the right stick from interfering with the face buttons, they&amp;rsquo;ve shortened it into an analog nub, that technically offers analog control, but is clumsy and stiff enough that it&amp;rsquo;s not useful for anything requiring precision. And trying to operate it in tandem with the left stick and shoulder buttons results in awkward and painful hand gymnastics.&lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/fc4edce02f47d4df21fcff7da902cf30/6ff32763e10e6dbb-22/s540x810/740d607434901144f9aeb3eea17254106e5c61f1.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;That left analog stick, by the way, isn&amp;rsquo;t recessed at all, causing it to snag on sleeves and pockets.The function buttons are also crammed awkwardly together near the bottom, with no real space to separate them. The raised profile generally makes it possible to differentiate them by feel, but I&amp;rsquo;ve definitely quit a game accidentally when I meant to pause. &lt;/p&gt;&lt;p&gt;Its saving grace are stacked shoulder buttons and upgraded button switches. Stacked shoulder buttons are still sadly uncommon in this space, especially in this price range and size, and it makes it much easier to access all the controls on systems like the Playstation. Retroid has also replaced the switches on the d'pad and buttons, making buttons easier to press, and reducing fatigue over long periods. &lt;/p&gt;&lt;p&gt;The addition of a touchscreen is very welcome, since operating Android without one on the original Pocket 2 was a nightmare. It&amp;rsquo;s one of those features that should have been included to start with. Though I do have to mention it&amp;rsquo;s not great for touch heavy games,even if there are ways to side step that.&lt;/p&gt;&lt;p&gt;I bought the original Pocket 2 nearly two years ago, being the best performing device in the sub $100 range. Emulation performance was&amp;hellip;barely passable. There was a lot that *technically* ran but wasn&amp;rsquo;t enjoyable to play, and it struggled more than I thought it would with certain 2D games. 3D was laughably out of the question. &lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/778b0cff83655c22bed306ed25bb866f/6ff32763e10e6dbb-e7/s540x810/75bbb1e912bdb094f51c74e871d2767b1509caa2.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;For me to say that something runs well, I expect it to play full speed, with no major hitches, without frameskip and consistent frame pacing. It should work more or less as well as original hardware, with minimal tinkering, and adjustments only necessary for enhancements. I enjoy the process of tinkering and dialing in my personal settings, but putting in half an hour or more just to get a game running isn&amp;rsquo;t worth my time. At that point I might as well shove a monitor into my bag and set up the original console each time I want to play a game. &lt;/p&gt;&lt;p&gt;The original Retroid Pocket 2 fell short of every one of those expectations. Still, it was good enough for me to finish half the Mega Man X games,and throw on some shorter games and ROM hacks to kill time between tasks or travel. &lt;/p&gt;&lt;p&gt;The Retroid Pocket 2+ is, in short, what the original should have been with to start. Performance is finally what you&amp;rsquo;d expect out of a device in this range, with highly accurate emulators for 2D systems running at full speed, without frameskip, and 3D games are a lot more feasible on the device. &lt;/p&gt;&lt;p&gt;Dreamcast is the highlight of the device, with the 480p screen being a perfect match for the Dreamcast&amp;rsquo;s VGA output, and the limitations of the controls being a good match, aside from the lack of analog triggers. My initial tests were done with the Redream standalone emulator, which I found frustrating and limited, but after switching to Flycast almost every game worked with little to no tweaking. And games that had issues ironically ended up working in Redream.   &lt;/p&gt;&lt;p&gt;Playstation is at a point where it&amp;rsquo;s basically plug and play, which means I can set aside my PSP and Vita as my go-tos for portable Playstation games, which before this held their spot for a decade and a half. The added convenience of being able to straight up load ISOs through an SD card or USB C cable, without going through the eboot conversion process, on top of the general quality of life improvements brought by the Duckstation emulator has resulted in me playing Playstation a lot more regularly.&lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/c0e330ace71899d1ab02b89698c75443/6ff32763e10e6dbb-ad/s540x810/b3c38f6ff1df86b9cda4aa78fca8319f1a03600e.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;Speaking of portable Playstation, PSP apparently has wide compatibility on the Pocket 2+. I say apparently, because I&amp;rsquo;ve only tested a few games, to see if it worked for the purpose of this review.I might not use my Vita or PSP for PS1 emulation anymore, but nothing beats original hardware in terms of controls and ease of play.The PSP already has a built in sleep mode, so it&amp;rsquo;s just as simple to pick up and put down, and 4:3 aspect ratio of the 2+, while a great fit for a majority of older consoles, is a poor fit for the PSP&amp;rsquo;s widescreen presentation. With letterboxing the effective screen size of PSP games is 8.5cm, down by 2cm from the already cramped screen of the PSP Go, which stands at 10.5cm. It works in a pinch, but I&amp;rsquo;m not that desperate to have everything on one device. &lt;/p&gt;&lt;p&gt;Likewise, GBA games run great, but make a poor fit for the screen. The 3:2 aspect ratio doesn&amp;rsquo;t lose as much in terms of letterboxing the image, but the resolution means you&amp;rsquo;ll be choosing from a miniscule 1x scale image, or uneven scaling and applying filters to interpolate or blur the uneven pixels. Again, it&amp;rsquo;s passable, and the extra buttons might even offer some advantages in creating custom control schemes for titles more limited by the GBA&amp;rsquo;s original hardware, but at this point I&amp;rsquo;m so spoiled for good choices I&amp;rsquo;m not willing to compromise there. &lt;/p&gt;&lt;p&gt;Returning to the SEGA side of things, Saturn emulation is a nice bonus when it works.My initial setup seemed to black screen on a majority of games, but reinstalling the app after updating the emulator and Retroid firmware, suddenly plenty more games were playable. Some games still just don&amp;rsquo;t work at all, or have severe sound or sync problems, but enough of them do more or less run with minimal tweaks. Save states and other features are still a bit buggy, but that&amp;rsquo;s more a problem with the relative difficulty of Saturn emulation.&lt;/p&gt;&lt;p&gt;N64 emulation has likewise always struggled with emulation, thanks to the major ways that it differs from the standard architecture computers use today. Performance was initially so miserable that I gave up on it. Even after spending a half hour or more on single games, and following the several community settings guides, I could not get them to run at an acceptable level.I nearly wrote this review with a recommendation that you skip it entirely. &lt;/p&gt;&lt;p&gt;But once again, a major update made several more games playable out the box, or with one or two tweaks. The Pocket 2+ still isn&amp;rsquo;t powerful enough to approximate the N64&amp;rsquo;s image processing features, so there&amp;rsquo;s a rough, inaccurate quality to it&amp;ndash;but if you&amp;rsquo;re lucky you can play through certain games with no major issues. I have no idea what makes a game playable or not&amp;ndash;I&amp;rsquo;ve had Tetris of all games stutter and drop inputs, while hacks like Smash Remix play relatively fine. &lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/d6993b12cd4fea764ca33731c371b414/6ff32763e10e6dbb-6e/s540x810/787da44b48fd65ea405b50ea64aa0a67b5c08ee5.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;For both N64 and Saturn you&amp;rsquo;ll also be bottlenecked by the limits of the original consoles themselves. A lot of these games ran like GARBAGE on original hardware, so accurate emulation would technically replicate that. Some games can potentially run faster if they were designed for uncapped framerates, but in a lot of cases this&amp;rsquo;ll either run the game too fast or make emulation even more unstable. &lt;/p&gt;&lt;p&gt;Another problem is that Saturn and N64 controllers use layouts different from the current standard, so unless you&amp;rsquo;ve got a controller with six face buttons, you&amp;rsquo;ll either be using a compromised, awkward universal control scheme, or making custom controller profiles for every game. N64 games that use the whole controller are genuinely painful to play on this. &lt;/p&gt;&lt;p&gt;Oh and before you let anyone convince you that this thing plays PS2 or Gamecube games&amp;ndash;it doesn&amp;rsquo;t. Sure, you can get select games to a barely playable state with a lot of work, but even for simpler titles I&amp;rsquo;ve had to run them with a lot of frameskip, often at half the original resolution, to get them to play at a smooth frame rate. &lt;/p&gt;&lt;p&gt;There are community compiled lists with &amp;ldquo;ideal&amp;rdquo; settings, but even when working with those I was spending more time tweaking settings than playing the games, and I felt my time was better spent playing any of the thousands of other games on this device that run without problems. &lt;/p&gt;&lt;p&gt;Even with emulation for those two systems improving every day, you&amp;rsquo;re better off looking at a device with more power that will be able to take advantage of them.&lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/da6fc98f785297c628a16ff186334b3f/6ff32763e10e6dbb-cc/s540x810/ad3999736d18e5bb3a2cec44d38d543549fbda60.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;That said, the experience IS improving. As I&amp;rsquo;ve alluded to a few times,the Retroid Pocket 2+ has seen its share of updates. Not only to the included emulators, which have been updated independently by their authors, but for the device itself and the included custom game and app launcher. &lt;/p&gt;&lt;p&gt;Since I received my unit, there have been two updates, the major 1.8 update and a smaller 1.9 update. The former added updated software and custom configurations for emulators that made a lot of games more playable out of the box, as well as addressing complaints people had  with the launch software. The 1.9 update likewise aimed at complaints about the launcher, adding in navigation features that further smoothed out the experience. Importantly, these updates are delivered &amp;ldquo;over the air&amp;rdquo;, meaning you can download and install them directly via wifi, without needing another device. &lt;/p&gt;&lt;p&gt;As for the custom launcher itself, it&amp;rsquo;s a weird mix of design languages imitating both the Switch UI and Emulation Station. Standalone Android apps are organized into a way too small 2x2 grid, and emulators are in a single row tile view, not unlike the Switch. Neither of these are comfortable to use, personally, and as of writing, only app tiles can be reorganized&amp;ndash;in a very clunky way&amp;ndash;and emulation tiles are stuck in the order you&amp;rsquo;ve added them. Meaning if you want to reorganize you have to remove and add them again, possibly losing settings in the process. &lt;/p&gt;&lt;p&gt;The whole thing is honestly missing a lot of features you&amp;rsquo;d expect to be the baseline, and the original version of this software was even more lacking, missing options to add consoles like  the MEGA DRIVE even though they had entries for systems like Gamecube that this device isn&amp;rsquo;t suited for at all. &lt;/p&gt;&lt;p&gt;But importantly, while I wouldn&amp;rsquo;t consider this a good experience yet, Retroid has shown a willingness to take feedback, incorporated suggestions into their updates, and delivered those updates at a reasonable timeframe. Handhelds like this rarely get any long term support, generally leaving the community to improve on the experience, so it&amp;rsquo;s rare to see major, actually useful updates from the developers themselves. Those initial problems I&amp;rsquo;ve mentioned have already been addressed, with other unexpected improvements that genuinely made my experience measurably better. &lt;/p&gt;&lt;p&gt;Features like being able to launch a game with a specific Retroarch core OR standalone emulator, the ability to get the  checksum of the file for better game database matches, and the immediate inclusion of relevant emulators in the initial install&amp;ndash;all make it easier to get up and running sooner.&lt;/p&gt;&lt;p&gt;There&amp;rsquo;s even handheld specific options to tweak options for Xbox or Switch style controller layouts, how the screen behaves when connected to an external display, assigning buttons to touch controls, or quickly enabling and disabling Google Play to eke out a little more performance. &lt;/p&gt;&lt;p&gt;It won&amp;rsquo;t make emulation plug and play, but it&amp;rsquo;s clear Retroid are making efforts to make the process as simple as possible.&lt;/p&gt;&lt;p&gt;And if you don&amp;rsquo;t like the way they chose to handle features or presentation, because this is an Android device you can sidestep it completely. Other gaming front ends exist with different navigation styles and aesthetics, or you can do what I do and stick mainly to the regular Android UI.&lt;/p&gt;&lt;p&gt;Now, given that I&amp;rsquo;m basically using it as a low powered Android device, it&amp;rsquo;s worth returning to the question: why bother with this instead of paying the same price&amp;ndash;or less&amp;ndash;and taking advantage of the powerful hardware already on the very phone I&amp;rsquo;m filming this with?&lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/e6d7215ce7477021df3e9011d57a1b31/6ff32763e10e6dbb-b0/s540x810/34b3f0f639af77509464e2e7aa7e9964f66976cc.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;Well, never to be one to resist a frivolous purchase, I did exactly that, for comparison&amp;rsquo;s sake. What I found confirmed a  lot of assumptions I&amp;rsquo;d made. The most immediate difference is how easily my Pixel 6 powered through every system that gave me trouble on the Retroid, and the controller I used provided a more comfortable and ergonomic layout. &lt;/p&gt;&lt;p&gt;Systems like the Playstation weren&amp;rsquo;t even a challenge, and I could easily push 3-4x native resolution&amp;ndash;probably more if my phone&amp;rsquo;s display could display it. Gamecube and Wii games were a bit less steady, but this has as much to do with mobile specific emulation issues as it did the complexity of the games. Still, I was able to run games like Sin and Punishment: Star Successor, which have TONS going on all the time, at 2x resolution, with basically no slowdown outside the places they&amp;rsquo;d lose frames on actual hardware. &lt;/p&gt;&lt;p&gt;Even older games are improved, with the BSNES and mGBA cores able to output perspective corrected, high definition textures for games that use Mode 7 style scaling. &lt;/p&gt;&lt;p&gt;And naturally, this setup works great for native Android games, something that the Retroid can struggle with, even when it has enough power, thanks to incompatibilities with how each game adapts to the aspect ratio and low resolution. &lt;/p&gt;&lt;p&gt;So again, why bother? Part of it has to do with the current ecosystem of phones, one that makes it simply more practical to have a different device. Phones might be absurdly thin now, but the wide dimensions a lot of them use means that with a controller they&amp;rsquo;re impractical for pocket gaming, let alone other everyday functions. Imagine trying to call, text or pay the train fare on a Nintendo Switch, and that&amp;rsquo;s basically the experience you&amp;rsquo;re getting. As if the spirit of the NGage possesed your phone. No, more often you&amp;rsquo;ll be assembling and disassembling it whenever you wanna play games, which is a hassle in its own way. The 2+ has its own annoyances, but it&amp;rsquo;s much simpler to pocket.&lt;/p&gt;&lt;p&gt;With the 2+ I won&amp;rsquo;t be burning through the battery of the device I rely on for every day tasks either. Even on a phone with a good battery, gaming eats up a ton of energy, and a gaming session is naturally going to end up limiting the time you have to text, call, look up directions, or even pay for things, if you use a digital wallet. When that battery drops below 30% forget about games. There&amp;rsquo;s no way I&amp;rsquo;m risking access to all that to play games.&lt;/p&gt;&lt;p&gt;By comparison, I never worry about the 2+. The 2+&amp;rsquo;s battery has lasted for DAYS, even up to a week, without charging, with regular use. Even at 10% or less I found there would be plenty of juice left to get in an hour of gaming on my commute home. It was actually hard to get an accurate  idea of how long the battery would last, because  before it ran out I'd  want to add another game or app to it, and inadvertently end up charging it in the process.&lt;/p&gt;&lt;p&gt;Phones have also been trending towards non-expandable storage and removing the headphone jack. Any games you add to your phone will immediately be competing with space for other apps and media. Putting just a fraction of my Retroid&amp;rsquo;s SD card on my phone had me immediately needing to clear out space, since I already use it to shoot video and listen to music. &lt;/p&gt;&lt;p&gt;Oh and on the subject of headphone jacks allow me to go on an oldhead rant about how that&amp;rsquo;s one of my least favorite trends in tech. Wireless headphones seem like a great convenience, until you have to worry about dead batteries or switching between devices. It doesn&amp;rsquo;t seem like a big deal, but being forced into the headphone jack free life did make me reconsider which combinations of gadgets and headphones were practical to carry with me. &lt;/p&gt;&lt;p&gt;Thankfully, the Retroid  has both a standard headphone jack, and pretty good Bluetooth. Again, doesn&amp;rsquo;t seem like a big deal, but it meant that I could keep 	both the Pocket and my phone connected to wireless headphones,and seamlessly switch between them if I needed to take a call, listen to music, or look something up.The 2+ even stays connected when you put it to sleep, and automatically connects to my headphones when I power them on, which puts it ahead of the Switch in that respect. &lt;/p&gt;&lt;p&gt;Bluetooth seems to work better with wireless controllers than on my phone, so if you&amp;rsquo;re one of those sickos that always has a controller on them you can whip it out and use the 2+ as some kind of mini console. About the only time I had an issue with Bluetooth was during Saturn emulation, where it was clear emulation performance was causing audio lag. &lt;/p&gt;&lt;p&gt;And if I need to switch devices quickly, take it along with older devices, or power headphones that need some more OOMPH, the headphone jack is there. Ya know, it seems weird to explain why I bother with a HEADPHONE JACK but people do genuinely ask me why I care. &lt;/p&gt;&lt;p&gt;Screenwise, the low resolution, squared off aspect ratio may initially seem to be a compromise, but make the 2+ more suitable for older games. Everything up to the Dreamcast era was more or less designed with 4:3 screens in mind, meaning even if you stick with integer scaling you&amp;rsquo;ll often get a picture that fills out the entirety of the 2+&amp;rsquo;s screen. By comparison, the ultrawide ratio of my phone means an effective screen size that is either the same or SMALLER than the 2+, but with pillarboxes nearly as large as the image itself. Most games before the Xbox 360 maxed out at 480p or lower as well, so compared to original hardware the 2+&amp;rsquo;s screen is as sharp or sharper than native quality. &lt;/p&gt;&lt;p&gt;The numbers work out a little differently for the 2+&amp;rsquo;s TV output.  A micro-HDMI port keeps the USB-C port free  for charging, or additional controllers and accessories, but you&amp;rsquo;ll be seeing the same standard definition resolution, upscaled by your display so you can pick out every visible flaw. And while the Retroid&amp;rsquo;s screen itself is 640x480, the  output from HDMI is a slightly strange 720x480. As far as I can tell this mostly results in a slightly wider Android UI and NOT stretched pixels in game, but I don&amp;rsquo;t have the hardware to test it properly. At least when comparing the in-game image to the Retroid&amp;rsquo;s display simultaneously, they seem to line up.  &lt;/p&gt;&lt;p&gt;Most widescreen displays should display the 2+ perfectly OK, with results varying depending on how your screen handles upscaling. My computer monitors all display the output fine, in relatively crisp quality, but on my 4K TV it looks like GARBAGE. &lt;/p&gt;&lt;p&gt;(Honestly, I don&amp;rsquo;t know why an oldhead like me even owns one, it basically just makes everything I don&amp;rsquo;t play in 4K look worse, which is most games for me these days.)&lt;/p&gt;&lt;p&gt;Oh and while we&amp;rsquo;re getting into niche and hyper-specific situations, depending on your display&amp;rsquo;s options, the 720x640 resolution WILL mess with your attempts to connect it to a 4:3 monitor without uneven pixel scaling.&lt;/p&gt;&lt;p&gt;Even with this mountain of caveats, I still enjoyed the jury-rigged setup of using the 2+, connected to a TV, and even sometimes an external controller and power supply if needed. &lt;/p&gt;&lt;p&gt;If you really wanna push more impractical setups, you could probably set up a USB hub and connect some controllers to play 4-player Super Bomberman or something. At that point I imagine it might start impacting performance, but nothing&amp;rsquo;s stopping you. &lt;/p&gt;&lt;p&gt;That sort of describes the Retroid Pocket 2+ on the whole. There are tons of situations it works great for, and plenty more where it&amp;rsquo;s unreasonable to expect a good result. But it&amp;rsquo;ll still let you try. &lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/e6d7215ce7477021df3e9011d57a1b31/6ff32763e10e6dbb-b0/s540x810/34b3f0f639af77509464e2e7aa7e9964f66976cc.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;Practice runs of Shinobi 3, Star Fox  2 with a Super FX overclock, sneaking in rounds of Cosmic Smash on transit, catching up on fan translations and hacks, and creating a setup to easily switch to tate  mode for arcade shooters&amp;ndash;the 2+ has been flexible enough to pull off every one of these. I even got my word processor working as a Bluetooth keyboard to play Typing of the Dead. And I&amp;rsquo;ve got a long list of other games and ridiculous ideas I&amp;rsquo;m looking forward to trying out.&lt;/p&gt;&lt;p&gt;Emulation handhelds are as much about the platform they provide as the device itself. In a world full of RGB mods, boutique cables, upscalers, linedoublers, FPGA hardware, ODEs,modded consoles and endlessly evolving emulation, it can be easy to get focused on finding the BEST solution for playing every single game in your library. But at the end of the day, the one that gets you to just sit down and play the games is the best one.&lt;/p&gt;&lt;p&gt;Even as someone with a million hyper specific, incredible options, the Retroid Pocket 2+ was what did that for me. For some situations there are still other devices I&amp;rsquo;d pick over this one, but on most days, when I just wanted to play some games, the 2+ was my go to. &lt;/p&gt;&lt;p&gt;It&amp;rsquo;s a machine constantly grinding against its limits, full of frustrations and some outright bad design decisions&amp;ndash;but it plays the damn games, and often enough, plays them well. Right now, that&amp;rsquo;s acceptable, but with so many obvious flaws it&amp;rsquo;s easy to imagine something making it immediately redundant within a year or so. &lt;/p&gt;&lt;p&gt;But for the last few months I can genuinely say that I&amp;rsquo;ve enjoyed games more, and finished many I wouldn&amp;rsquo;t have had time to sit down and play. So until the next big thing, I&amp;rsquo;ll be enjoying all the time for gaming the Retroid 2+ has given back to me. &lt;/p&gt;</description><link>https://clickbliss.net/post/686128383212519424</link><guid>https://clickbliss.net/post/686128383212519424</guid><pubDate>Sat, 04 Jun 2022 06:43:36 -0500</pubDate><category>retroid pocket 2+</category><category>review</category><dc:creator>siegarettes</dc:creator></item><item><title>The Analogue Pocket Experience: A Beautiful, Overengineered, and Disappointing GameBoy</title><description>&lt;figure data-orig-width="2048" data-orig-height="2048" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/f1ae62cdd411d67f9be28c789ff757f5/23096415c10bb309-cc/s540x810/3067967e88db9cb70e70d4c93bdde973e4aa2de9.jpg" alt="image" data-orig-width="2048" data-orig-height="2048"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Analogue Pocket&lt;/li&gt;&lt;li&gt;$220 for the Pocket, $100 for the Dock&lt;/li&gt;&lt;li&gt;Plays original GameBoy, Color, and Advance carts. Additional adaptors allow you to play Game Gear carts and (ostensibly) Lynx and Neo Geo Pocket in the future&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;After a long period of big promises, delays and drama, the Analogue Pocket is finally here. An HD, portable solution for playing GameBoy games (and possibly more), the console seems to have made big waves in the retro scenes. On paper, it seems like everything you’d want out a modern GameBoy, and more. But how does it hold up as an actual portable, meant for everyday use? After four months with the Pocket, I’m here to tell you what the Analogue Pocket experience does, and doesn’t deliver, with some comparisons to other devices before the final verdict. &lt;/p&gt;&lt;!-- more --&gt;&lt;p&gt;Before we start, let’s go over what the Pocket promises, and what my expectations were for it. &lt;/p&gt;&lt;p&gt;Going from Analogue’s own site, the Pocket supports Gameboy, Gameboy Color, and Gameboy Advance games, as well as the Game Gear, Neo Geo Pocket and Atari Lynx in a high definition display. It’s features display modes that imitate the original hardware, save states, sleep and wake functions, multiplayer with the Pocket and original Gameboy hardware, on board Nanoloop music tracker software and support for GB Studio homebrew titles, optional external dock support, and more with the upcoming Analogue OS updates. Sounds good. &lt;/p&gt;&lt;p&gt;As for my own expectations, I want my portables to be something I slip into a jacket or pants pocket, pick and put down at a moment&amp;rsquo;s notice, and fit into spaces during my commute or downtime. For context, my commute is over an hour each way, with plenty of time between stops to sneak in a quick game. &lt;/p&gt;&lt;figure data-orig-width="2048" data-orig-height="2048" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/4ccf4764ffc35d9062d2a3852f91aa18/23096415c10bb309-0e/s540x810/c0dbf6da352fe2da2e58112edfc43ac17df88f46.jpg" alt="image" data-orig-width="2048" data-orig-height="2048"/&gt;&lt;/figure&gt;&lt;p&gt;Before I even got to the hardware the Pocket was off to a bad start. Opening up the optional (30USD) clear case, I nearly broke the tabs immediately because I put it together the wrong way. The small pegs on the bottom half clearly slot into the holes on the back of the Pocket, but what I didn’t realize is that the top half also only goes in one way, and putting it on wrong caused the tabs to catch unpleasantly, giving me anxiety for the next ten minutes as I attempted to remove the Pocket without breaking the case. To be fair, I probably would have known all this if I’d read the included manual first, but what kind of case requires a manual to operate?&lt;/p&gt;&lt;p&gt;I bring this up because it kind of reflects Analogue’s approach to hardware. The whole package feels designed by people who design hardware to be displayed, not directly interacted with. The Pocket itself has a sleek, minimalist design that’s popular with tech geeks and modders, imitating the original Gameboy hardware, but jettisoning the welcoming, toy-like curves for sharp, crisp edges in a monochrome color scheme.The shoulder buttons a bit higher than halfway on the back, next to the cartridge slot. It splits the difference between an original DMG and the SP, not unlike the unhinged GBA SP mod. &lt;/p&gt;&lt;p&gt;What it doesn’t take from the SP is the location of the cartridge slot, opting for the original Gameboy cartridge placement, which immediately causes problems. This compromise turns the already cramped layout of the SP more uncomfortable. With the SP you can mitigate this by hitting the shoulder buttons with the inside of your knuckle, but here the cartridge blocks that and causes your fingers to rest on the cartridge while playing. To keep the shoulder buttons accessible, the cartridge slot is left more exposed, which holds fine for GBA carts but leaves Gameboy and Gameboy Color carts loose and easily jostled with a light tap. Which seems like a good way to lose save data. &lt;/p&gt;&lt;figure data-orig-width="976" data-orig-height="2048" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/64504082b93866e3252c8881dbdffc19/23096415c10bb309-26/s540x810/bd35e059c0085fccecbcb87f16efd784ce6df7fc.jpg" alt="image" data-orig-width="976" data-orig-height="2048"/&gt;&lt;/figure&gt;&lt;p&gt;It ends up being a worse solution than both the original Gameboy and SP form factors, breaking compatibility with games like Boktai, where it blocks the solar sensor. Unfortunately, that’s probably also the only way they were going to be able to get cartridge adaptors for other systems positioned reasonably, which were going to look ugly no matter what. &lt;/p&gt;&lt;p&gt;With such weird, compromised hardware, it shouldn&amp;rsquo;t be a surprise that games on the Analogue reflect that. &lt;/p&gt;&lt;p&gt;My first run at the device was with a GBA flashcart, which I&amp;rsquo;d been playing mostly through my DS. Like the DS, the mismatched resolution means dealing with a letterboxed image, but GBA games appear bright and crisp otherwise. The aforementioned hardware issues immediately get in the way, especially for games that make heavy use of the shoulder buttons (MMZ), though the option to mirror the shoulder buttons on the upper face buttons somewhat mitigates it. &lt;/p&gt;&lt;figure data-orig-width="2048" data-orig-height="1842" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/d32e0f48a4cfbcaa0f6267431e97d7fd/23096415c10bb309-6d/s540x810/3e53c6a5648f119f6dc83658c9233d130ca08781.jpg" alt="image" data-orig-width="2048" data-orig-height="1842"/&gt;&lt;/figure&gt;&lt;p&gt;What really causes problems are the subtle incompatibilities with flashcarts. Flashcarts are a popular method for anyone wanting to play original hardware, since you don&amp;rsquo;t need to deal with carrying a load of carts, or pay exorbitant prices to check out a system&amp;rsquo;s library. Officially, the Analogue doesn&amp;rsquo;t support loading ROMs either (we&amp;rsquo;ll get back to that one), so you&amp;rsquo;ll likely want one. &lt;/p&gt;&lt;p&gt;Even after several updates, some users are still reporting flashcarts not working entirely, which I&amp;rsquo;ve luckily avoided. Either way, using a flashcart will lock you out of the system&amp;rsquo;s save state and sleep functions, which is a big hit to the Analogue Pocket&amp;rsquo;s portability, but wouldn&amp;rsquo;t be a big problem if they didn&amp;rsquo;t cause the flashcart&amp;rsquo;s own sleep and save state functions to malfunction. &lt;/p&gt;&lt;p&gt;Something about the way Analogue handles the cart has caused problems when returning to original hardware, including data being erased entirely, and save states made on one device being incompatible with the other.&lt;/p&gt;&lt;figure data-orig-width="2048" data-orig-height="1637" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/a1290cc8de9dd7fc13089ffee11c2cf5/23096415c10bb309-e5/s540x810/ade2323928776417c28bf3bcf12c4c9b9282662b.jpg" alt="image" data-orig-width="2048" data-orig-height="1637"/&gt;&lt;/figure&gt;&lt;figure data-orig-width="2048" data-orig-height="1120" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/aa811beea039e66f16656cfc02f313a9/23096415c10bb309-a5/s540x810/270e3c309236eca15ca4f88538010f33e4ba00f4.jpg" alt="image" data-orig-width="2048" data-orig-height="1120"/&gt;&lt;/figure&gt;&lt;p&gt;On the subject of save states, the Analogue nominally supports them on a system wide basis, but as of writing, months into the device&amp;rsquo;s release, you can only write a singular save across ALL games. Creating a save in one game will erase your save in the other. For GBA games this isn&amp;rsquo;t much of a problem, but it becomes a problem for GameBoy and Color games, which often either used passwords to save progress, or had no way to save at all. &lt;/p&gt;&lt;p&gt;Eventually, I was able to dig out one of the Gameboy carts I did have, which finally made the system make sense. The crisp, full screen display, alternative screen modes, and even the awkward button layout all fell into place when playing, and having sleep mode y'know, actually work, made it a much better fit for portable play. As a premium upgrade to the original GameBoy and GameBoy Color, the Analogue Pocket finally made sense, and even competes with modern options for modded hardware. &lt;/p&gt;&lt;p&gt;Well, for a little while.  Like almost everything on this system, the more I played it the more details fell out of place. The power and volume buttons immediately became a problem on my commute. The original GameBoy models all use either a volume wheel or slider, with satisfying action that let you intuitively understand where you are on the volume scale, and what the maximum and minimum are. The Analogue Pocket uses ovaloid buttons, with the split volume button doing double duty, allowing you to also adjust brightness or mute the system by pressing both halves at once. &lt;/p&gt;&lt;figure data-orig-width="1024" data-orig-height="1024" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/b506b5c62afd0d42912f648261e47a37/23096415c10bb309-cf/s540x810/98b55fac2da83a779f9fc05aaec2f4a2e51fa5e3.jpg" alt="image" data-orig-width="1024" data-orig-height="1024"/&gt;&lt;/figure&gt;&lt;p&gt;The size and shape of the button makes them both easy to mistake for each other, and hard to hit a specific button. I needed to use a fingernail to adjust volume, and I found myself constantly turning the system to make sure I was hitting the correct button, so I wouldn&amp;rsquo;t accidentally mute it, or put it into sleep mode. &lt;/p&gt;&lt;p&gt;The on-screen display also only shows if you&amp;rsquo;re going up, down, or have reached the minimum or maximum, with no indication of where you are on the scale, all displayed in white text with no outline. You might be able to guess why that could be a problem on a system designed for playing black and white games. &lt;/p&gt;&lt;p&gt;Sleep mode&amp;rsquo;s implementation is remarkably inconsistent, too. A short tap of the power button will put the system into sleep mode, but only if you&amp;rsquo;re playing an original cart or GB Studio game. On flashcart it&amp;rsquo;ll prompt you to power off the system entirely, and when on the menu, without a game loaded, sleep mode is disabled entirely. It&amp;rsquo;s way too contextual, going against muscle memory for a button that&amp;rsquo;s had a consistent function across almost every device for decades. At least a long press will always turn off the system. &lt;/p&gt;&lt;p&gt;Issues like this go on and on&amp;ndash;there&amp;rsquo;s only a few preset color schemes, with no way to mix them with the screen filters, and no custom color scheme support yet, giving you less options than an original GameBoy Color. Buttons can&amp;rsquo;t be remapped, with only an option for a SNES style layout that switches the main controls to Y and B, mimicking the Super GameBoy’s alternate control scheme. This outright replaced the option to mirror the buttons to the shoulders button, which came with the original firmware. No idea why it couldn’t keep both. . And no, there isn&amp;rsquo;t support for Super GameBoy color palettes or borders, if you&amp;rsquo;re wondering. &lt;/p&gt;&lt;p&gt;What&amp;rsquo;s bewildering about these issues is they&amp;rsquo;re all issues that have been solved on emulators, FPGA solutions like the MiSTer and handhelds that cost half of what the Analogue goes for. They&amp;rsquo;re basic features I basically expect out of both hardware and software. &lt;/p&gt;&lt;p&gt;The extra features it touts would theoretically go some way to make up the gap, but all these are equally half baked or MIA. Community developed cores, which would allow it to play other systems (somehow, without playing ROMS), don&amp;rsquo;t even have an option in menu, with no mention or news on them outside the initial announcement.&lt;/p&gt;&lt;p&gt;There’s no hint of an unofficial jailbreak, which usually releases within a week of Analogue devices, providing at least the ability to play ROMs. Nor is there any sign of the Analogue OS, which promises the ability to save screenshots, have multiple save states, and organize playlists of your favorite games (again, somehow, without playing ROMs).&lt;/p&gt;&lt;p&gt;The only cartridge adaptor available now is Game Gear adaptor, with nothing on the promised Lynx and Neo Geo Pocket adaptors, and reports that the Game Gear one might even be damaging the labels on carts. &lt;/p&gt;&lt;figure data-orig-width="3054" data-orig-height="3099" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/e9a92452fea9ecfc14b8f0fe2198a13d/23096415c10bb309-a4/s540x810/4bad8f961cff9d89c874a44e8cc6dfc2cf1a5932.jpg" alt="image" data-orig-width="3054" data-orig-height="3099"/&gt;&lt;/figure&gt;&lt;p&gt;GB Studio support is less than impressive, thanks to it requiring the proprietary .pocket format, which only GB Studio 3 can export to, causing compatibility with the majority of homebrew software made with GB Studio, which were primarily made with older versions. To be fair, this is a software issue out of Analogue&amp;rsquo;s control, and the community have developed branches of previous GB Studio programs that can export to the new format. Of course, this would also be solved if the Analogue Pocket just played ROMs. &lt;/p&gt;&lt;p&gt;Ironically, GB Studio support has been getting a lot of use&amp;ndash;as a workaround to play GameBoy and GameBoy Color ROMs. A lot of people speculated that the proprietary format the system uses was just a wrapper for GameBoy ROMs, so Analogue could continue to claim the system doesn&amp;rsquo;t play ROMs. That seems to be at least partially true, with IPS patches coming out that allow you to convert GameBoy, GameBoy Color, and even more ironically, GB Studio games, to a format the Analogue Pocket can play. &lt;/p&gt;&lt;p&gt;This has, at the very least, allowed me to play the majority of GameBoy titles I&amp;rsquo;d wanted to play on original hardware, letting me discover new favorites and kept me from dropping even more on a GameBoy flashcart to play the titles I couldn&amp;rsquo;t on my GBA cart. It&amp;rsquo;s definitely an added bonus, though this has all been thanks to community efforts, so I can&amp;rsquo;t exactly give Analogue any credit for it. &lt;/p&gt;&lt;p&gt;And even after all that, with how many disappointments the Pocket lays on, the Dock might even be more disappointing. The Dock has thankfully been updated with the ability to update straight from the Pocket, use original screen filters, resize the screen, and adjust saturation, all of which it launched without.. That said, controller support is still limited, and the link cable port is blocked when docked, since they placed it on the bottom. It doesn’t have the promised CRT output via the Analogue DAC, making it neither analog nor pocketable. &lt;/p&gt;&lt;p&gt;Compared to the care taken with displaying GameBoy and GameBoy Color games on the Pocket, the Dock feels like an afterthought whose purpose is primarily to offload the cost of Bluetooth and USB-C display out to another device. Sure, compared to the cost of niche solutions like the GBA Consolizer it comes out well ahead, but if you don&amp;rsquo;t care about continuing progress from the same cart, suddenly you have plenty of better options. &lt;/p&gt;&lt;figure data-orig-width="1414" data-orig-height="1416" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/55b2eae82e2a1a877029acd40aae4250/23096415c10bb309-63/s540x810/d0cbfae0df242dea4233b2f340467bbf0106f0c7.png" alt="image" data-orig-width="1414" data-orig-height="1416"/&gt;&lt;/figure&gt;&lt;p&gt;If you&amp;rsquo;re married to the benefits of FPGA devices, a fully kitted out MiSTer costs less than the price of the Pocket, the two flashcarts, and dock you&amp;rsquo;d need to play the Gameboys&amp;rsquo; libraries, and gets you tons of options for screen modes, filters, color palettes, controllers, analog video, Super Gameboy palette and border support, working save states and even 2 player local play, on the same or separate screens, for all generations of GameBoys, on top of tons of consoles, handhelds, arcade boards and old PCs made before the Playstation generation. &lt;/p&gt;&lt;figure data-orig-width="1024" data-orig-height="1024" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/9c8f1d614fae8279dbc0e18fc50ab250/23096415c10bb309-67/s540x810/bb4f6dbec4b946dc6cf360f868f1ea8a2ac3e553.png" alt="image" data-orig-width="1024" data-orig-height="1024"/&gt;&lt;/figure&gt;&lt;p&gt;If it has to be a handheld, portable emulators are rapidly improving, and for the same price as the Pocket itself, or even less, you can find a handheld capable of running the most accurate Gameboy emulators, with low latency and HDMI output, and support for everything up to the Dreamcast, as long as you&amp;rsquo;re willing to do a little work. &lt;/p&gt;&lt;p&gt;And if you&amp;rsquo;re willing to really work for it, well you can probably play everything the Pocket does on the very device you&amp;rsquo;re reading this on. If you&amp;rsquo;re accepting a compromise already, why not accept a compromise that gets you more? &lt;/p&gt;&lt;figure data-orig-width="3072" data-orig-height="4080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/39e2aed35d7c16e9d5dca0234a04eac4/23096415c10bb309-de/s540x810/2a316d5ada55b45164299ff85d0c11f2dc1a8889.jpg" alt="image" data-orig-width="3072" data-orig-height="4080"/&gt;&lt;/figure&gt;&lt;p&gt;To justify itself in such a crowded space, the Analogue Pocket needed to do a single thing better than anything else. Its high resolution, perfectly integer scaled, backlit screen almost accomplishes this for the GameBoy and GameBoy Color, but in the process strips the experience of the charm and portability of the original systems, while compromising every other feature it promises. I set my Analogue Pocket in plain view every day, ready to be packed up and played on my commute, but I found myself increasingly picking up other systems instead. The 3DS XL, my emulation handhelds, the even more clunky Switch, and even the original, non backlit GameBoys&amp;ndash;each of them provided a more compelling experience than the Pocket, and fit better into my lifestyle. &lt;/p&gt;&lt;p&gt;The Analogue Pocket is a system that asked me to change my routine to fit its design, rather than being designed to fit into my routine. It&amp;rsquo;s a beautiful, over engineered device that feels like an unfinished first draft for a revision that&amp;rsquo;ll never come. It&amp;rsquo;s a fantastic display piece, but if you want to actually play the games, you&amp;rsquo;ve got better options. &lt;/p&gt;</description><link>https://clickbliss.net/post/678278396037545984</link><guid>https://clickbliss.net/post/678278396037545984</guid><pubDate>Wed, 09 Mar 2022 14:11:25 -0600</pubDate><category>analogue</category><category>pocket</category><category>gameboy</category><category>aesthetic</category><category>review</category><category>console</category><category>analogue pocket</category><category>modded gameboy</category><category>hardware</category><dc:creator>siegarettes</dc:creator></item><item><title>Dimension Tripper Neptune Short Review</title><description>&lt;figure data-orig-width="460" data-orig-height="215" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/75738b84cdb467edf8214771d0f911c2/d8daf00655c68165-49/s540x810/ca7d1ad57debe569ed5421ab0e0da3f7c2f7f03f.png" alt="image" data-orig-width="460" data-orig-height="215"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;p&gt;Every once in a while Neptunia will draw me in with a new premise, something that promises to break up the monotony of the main line games. Like &lt;i&gt;&lt;a href="https://clickbliss.net/post/152198529844/superdimension-neptunia-vs-sega-hard-girls-review?route=%2Fpost%2F%3Aid%2F%3Asummary"&gt;Superdimension Neptunia vs. SEGA Hard Girls&lt;/a&gt;, Dimension Tripper Neptune&lt;/i&gt; does this by drawing on the appeal of SEGA properties, this time with taking after SEGA’s Space Harrier. Sadly, the resemblance is only superficial, and the comparison once again doesn’t work in Neptune’s favor. &lt;/p&gt;&lt;!-- more --&gt;&lt;p&gt;Running for about the same length as SEGA’s &lt;i&gt;Space Harrier&lt;/i&gt;, &lt;i&gt;Dimension Tripper Neptune&lt;/i&gt; lacks any of the intensity or character that made SEGA’s sprite based 3D arcade game memorable. The scrolling is smooth, the colors are intense, and it’s fantastic to see pixel art renditions of Neptunia enemies, but none of the characters really take advantage of the 3D effect, or provide interesting patterns. It makes for a game that’s visually intense, but unexciting to play. &lt;/p&gt;&lt;p&gt;&lt;i&gt;Dimension Tripper Neptune&lt;/i&gt; rarely requires any precision movement or shooting, and even the final boss’ more complicated patterns can be avoided entirely, rather than forcing you to weave through them. Even the addition of a melee move doesn&amp;rsquo;t add much to the action. &lt;/p&gt;&lt;p&gt;&lt;i&gt;Dimension Tripper &lt;/i&gt;is just too insubstantial to hold your attention for more than the 15 minute runtime. Even the scoring mechanics are too simple to return too, leaving this as little more than a novelty for the franchise. &lt;/p&gt;</description><link>https://clickbliss.net/post/676932794363101184</link><guid>https://clickbliss.net/post/676932794363101184</guid><pubDate>Tue, 22 Feb 2022 17:43:39 -0600</pubDate><category>nep nep</category><category>neptunia</category><category>shmup</category><category>space harrier</category><category>pc</category><dc:creator>siegarettes</dc:creator></item><item><title>audiobliss 17~Better than Guardians of the Galaxy  by audiobliss~the clickbliss.net podcast</title><description>&lt;a href="https://anchor.fm/audiobliss/episodes/audiobliss-17Better-than-Guardians-of-the-Galaxy-e1db6tb"&gt;audiobliss 17~Better than Guardians of the Galaxy  by audiobliss~the clickbliss.net podcast&lt;/a&gt;: &lt;p&gt;

On today’s episode we talk about all kinds of niche hardware, both new and old, as well as advocate for some new survival horror hybrid games–with bodacious goth witches. &lt;/p&gt;&lt;p&gt;Oh, and Amr complete fucking loses it and tells you ever damn thing wrong with the Analogue Pocket.

&lt;br/&gt;&lt;/p&gt;</description><link>https://clickbliss.net/post/674845321627631616</link><guid>https://clickbliss.net/post/674845321627631616</guid><pubDate>Sun, 30 Jan 2022 16:44:10 -0600</pubDate><category>audiobliss</category><category>podcasts</category><dc:creator>siegarettes</dc:creator></item><item><title>Metroid Dread makes big gambles that don’t pay off</title><description>&lt;figure data-orig-width="1194" data-orig-height="1610" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/5d34890dde2f490670918f6d9daf589d/34d602879062eda9-bd/s540x810/0d803f1bb39880f892264e811396a5672786d800.png" alt="image" data-orig-width="1194" data-orig-height="1610"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (@siegarettes)&lt;/p&gt;&lt;p&gt;With over a decade since the last mainline Metroid or Castlevania game, it’s hard not to notice that MercurySteam has been given the keys to both parts of the Metroidvania namesake. And when looking at their catalog it’s hard not to ask “&lt;i&gt;Why them?”&lt;/i&gt;&lt;/p&gt;&lt;p&gt;They opened their career with a series of derivative action games&amp;ndash;with a special 3DS entry that has the pleasure of being one of the worst entries in both the series and genre writ large&amp;ndash;then moved onto a ramshackle remake of &lt;i&gt;Metroid II&lt;/i&gt;. A game that aspiried to make the story of Samus doing genocide into a &lt;i&gt;sick fucking action game&lt;/i&gt;. &lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/f15245c15e858e41fc32e20ab6de3f69/34d602879062eda9-d7/s540x810/6634e077000c3db932c7037ebe74fb5efbb1243f.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;It’s as if someone saw the work that a small studio like Climax did on &lt;i&gt;Assassin’s Creed Chronicles&lt;/i&gt;, and went  “those are the people we gotta get to do our next big game.” To be fair, that gamble did work out for &lt;i&gt;Shattered Memories&lt;/i&gt;. &lt;/p&gt;&lt;p&gt;So here we are again, with MercurySteam left to bring to life yet another long awaited title to life&amp;ndash;but this time without the baggage and tonal issuses of &lt;i&gt;Samus Returns&lt;/i&gt;. &lt;/p&gt;&lt;p&gt;A decent chunk nto &lt;i&gt;Metroid Dread &lt;/i&gt;the gamble still hasn’t paid off. But it doesn’t exactly bust either, leaving us at more of a break even point. &lt;/p&gt;&lt;!-- more --&gt;&lt;figure class="tmblr-full" data-orig-height="417" data-orig-width="625"&gt;&lt;img src="https://64.media.tumblr.com/6271d9cf9ff94a138a6d67e0945e16db/34d602879062eda9-8c/s540x810/08137971b9748d60ac8ba0409d155cd6c7eb8be6.png" data-orig-height="417" data-orig-width="625"/&gt;&lt;/figure&gt;&lt;p&gt;&lt;i&gt;Dread &lt;/i&gt;starts out at a sprint, and as long as it keeps its momentum the breathless pace and fluid movement carries it. The array of movement options here makes it fun to simply run around the planet, sliding, grappling and bounding off walls. Later powers let you move even faster, with dramatic effects that make you appreciate the technical effort into making such a seamless experience, on a system where that’s not always a guarantee. &lt;/p&gt;&lt;p&gt;But every time the pace slows, it gave me too much time to reflect on the frustrations that have been accumulating the whole time. &lt;/p&gt;&lt;p&gt;The opening hours of &lt;i&gt;Dread&lt;/i&gt; repeatedly force you down one way passages, often collapsing your entrace as it opens a new exit. Meaning you’ll have to go around the long way&amp;ndash;through the entire damn section&amp;ndash;just to get to where you were standing ten seconds ago. It’s as if they took &lt;i&gt;VVVVVV’s&lt;/i&gt; “Veni Vidi Vici” and applied it to the map design of the entire planet. &lt;/p&gt;&lt;p&gt;When you finally find the ability that blows the map open, I found it in an area I’d been frequently discouraged from exploring, past a one block opening I had to pixel hunt for. And this isn’t the only place where progress is going to be blockaded behind some easy to miss clue to a hidden area. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="702" data-orig-width="1248"&gt;&lt;img src="https://64.media.tumblr.com/23efbe3f33b1d5ad46426e5c1ac37ca3/34d602879062eda9-75/s540x810/f125fc70928ca9cc7b21feb133c7b48a46bb846e.png" data-orig-height="702" data-orig-width="1248"/&gt;&lt;/figure&gt;&lt;p&gt;I can see what they’re aiming for. All of this is in service of their biggest gamble&amp;ndash;creating a claustrophobic environment that forces you into conflict with the EMMI: ruthless hunting robots that can kill you in a single hit. Which did not work for me at all. &lt;/p&gt;&lt;p&gt;What is supposed to be a tension filled hunt quickly devolves with repetition. EMMI are restricted to certain zones, generally giving them the advantage but letting you escape if you make to an exit undetected. &lt;/p&gt;&lt;p&gt;After fighting a few the pattern becomes routine. Get to a zone, die a few times learning the layout, then come back with some other power that lets you fight the same, unchanged boss once again so you can absorb its energy to power the big gun that will destroy this area’s EMMI and award you a new power. &lt;/p&gt;&lt;p&gt;It’s a cycle that reminds me a bit too much of &lt;i&gt;Samus Return’s&lt;/i&gt; rigid structure, and simiply gestures toward the format and tension of &lt;i&gt;Metroid Fusion&lt;/i&gt;, without having any of the narrative stakes or atmosphere to back it up. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="1458" data-orig-width="2600"&gt;&lt;img src="https://64.media.tumblr.com/3119a4bacca5de16f18a391e57aa9355/34d602879062eda9-8c/s540x810/b5e9f412833688f508e4208ebfdd54a93f49fc57.png" data-orig-height="1458" data-orig-width="2600"/&gt;&lt;/figure&gt;&lt;p&gt;Scratch beneath the surface and it’s easy to see the outlines that make up the color-by-numbers structure filling&lt;i&gt; &lt;/i&gt;out this game. But who’s going to complain when the colors are this vibrant? It might be all routine, but for people who’ve been dying to return to routine, this is probably everything they wanted. &lt;/p&gt;&lt;p&gt;Hell, &lt;i&gt;Dread &lt;/i&gt;might even turn out to be a good game. But in the time since Samus’ absence the people following in her footsteps have started to outpace her. It’s gonna take a little more than what &lt;i&gt;Dread &lt;/i&gt;is bringing to stay in the race. &lt;/p&gt;</description><link>https://clickbliss.net/post/664458211022290944</link><guid>https://clickbliss.net/post/664458211022290944</guid><pubDate>Fri, 08 Oct 2021 02:05:30 -0500</pubDate><category>metroid dread</category><category>feature</category><category>impressions</category><category>switch</category><dc:creator>siegarettes</dc:creator></item><item><title>G-Darius HD Short Review</title><description>&lt;figure data-orig-width="600" data-orig-height="337" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/de1f124708aca36620118d5bf6ced182/ac7b72dbfc7acef1-e3/s540x810/76cbee64b2dd3959e8800765fb0ab9e1a8253428.png" alt="image" data-orig-width="600" data-orig-height="337"/&gt;&lt;/figure&gt;&lt;p&gt;By Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Dariusburst Another Chronicle EX&lt;/i&gt;&lt;/li&gt;&lt;li&gt;Developers - Taito, Pyramid, M2&lt;/li&gt;&lt;li&gt;Publisher - Square Enix&lt;/li&gt;&lt;li&gt;Switch, PS4&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;“You will see the birth of new lives” with these dramatic words you’re sent off into the cosmic sea of &lt;i&gt;G Darius&lt;/i&gt;. Flying through landscapes of oceans, prehistoric forests and psychedelic space, &lt;i&gt;G Darius &lt;/i&gt;gives the impression of a struggle against time and evolution. All of this is backed by a score made of distorted vocals, crowd sounds, industrial percussion and swelling choirs that would almost feel at home in a horror game.&lt;/p&gt;&lt;p&gt;The drama comes to a climax with the capture system, which not only allows you to capture enemies for new weapons, but also mini-bosses, with both enabling you to engage in spectacular laser duels with stage bosses.&lt;/p&gt;&lt;p&gt;The only letdown in the package is the HD transfer, which is certainly sharper, but lacks the extensive gadgets found in other M2 releases.&lt;/p&gt;&lt;p&gt;&lt;i&gt;G-Darius&lt;/i&gt; may not be the revelation advertised, but its cosmic landscapes still deliver quite the journey.&lt;/p&gt;</description><link>https://clickbliss.net/post/651525473878310912</link><guid>https://clickbliss.net/post/651525473878310912</guid><pubDate>Fri, 01 Oct 2021 08:05:10 -0500</pubDate><category>g darius</category><category>g darius hd</category><category>stg</category><category>shmup</category><category>review</category><category>short review</category><dc:creator>shootthecore</dc:creator></item><item><title>Dariusburst AC EX Short Reviewby Amr (@siegarettes)Dariusburst Another Chronicle EXDevelopers -...</title><description>&lt;h2&gt;Dariusburst AC EX Short Review&lt;/h2&gt;&lt;figure data-orig-width="624" data-orig-height="882" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/df8bc03cc1b2ce0b57fdc80dae23a8b8/e21694d6ceb032dc-99/s540x810/9e57a72912db5bcc74d3898eb37f7f3aec0e11a6.png" alt="image" data-orig-width="624" data-orig-height="882"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Dariusburst Another Chronicle EX&lt;/i&gt;&lt;/li&gt;&lt;li&gt;Developers - Taito, Pyramid, M2&lt;/li&gt;&lt;li&gt;Publisher - Square Enix&lt;/li&gt;&lt;li&gt;Switch, PS4&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Coming from the gluttonous feast that was&lt;i&gt; Chronicle Saviors,&lt;/i&gt; &lt;i&gt;Another Chronicle EX&lt;/i&gt; is like showing up to a banquet and only being served an appetizer. &lt;i&gt;Chronicle Saviors&lt;/i&gt;, the previous port, sported both a port of the ultrawide arcade game as well the titular CS mode, with a brand new campaign formatted for 16:9 widescreen, new songs, and an upgrade system, as well as extensive DLC support with shooter crossovers from other companies.&lt;/p&gt;&lt;p&gt;&lt;i&gt;Another Chronicle EX&lt;/i&gt; is more or less a straight, no frills port of the arcade game, with the previously missing event mode restored, and the new ship from &lt;i&gt;Chronicle Saviors&lt;/i&gt; added. None of the M2 gadgets have been added, and no concessions have been made for the 16:9 presentation, save a not so useful zoom function.&lt;/p&gt;&lt;p&gt;At almost the same price as &lt;i&gt;Chronicle Saviors, Another Chronicle&lt;/i&gt; is charging full admission to eat another party’s leftovers.&lt;/p&gt;</description><link>https://clickbliss.net/post/651525252819648512</link><guid>https://clickbliss.net/post/651525252819648512</guid><pubDate>Fri, 01 Oct 2021 08:01:40 -0500</pubDate><category>dariusburst</category><category>darius cozmic revelation</category><category>stg</category><category>shmup</category><category>review</category><category>short review</category><dc:creator>shootthecore</dc:creator></item><item><title>Spelunker HD Deluxe brings a legendary kusoge wrapped up in a modern package</title><description>&lt;figure data-orig-width="1089" data-orig-height="613" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/ecd09fd27c1de0c8dbfb000f658cab9c/48d2a40be1265dd1-cb/s540x810/19ba7043b875cfce2c8372c3995e2cf169688f8d.png" data-orig-width="1089" data-orig-height="613"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (@siegarettes)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Spelunker HD&lt;/i&gt;&lt;/li&gt;&lt;li&gt;Developer- Tozai Games&lt;/li&gt;&lt;li&gt;Publisher- ININ Games&lt;/li&gt;&lt;li&gt;Switch, PS4&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Despite preceding it by decades, Spelunker is more likely to draw comparisons to games like Spelunky, which draws direct influence from Spelunker, than the other way around. Spelunker’s harsh, unexpected deaths can be seen as the predecessor to modern roguelike platformers, and plenty of the elements that made it into a cult hit continue to influence modern titles. Spelunker’s one of those titles that forms a missing link in the chain of history. A game like Lode Runner, or Wizardry, that had reasonable success in the West, but became the basis of plenty of imitators in Japan. &lt;br/&gt;&lt;/p&gt;&lt;p&gt;Unlike Wizardry or Lode Runner, Spelunker isn’t held up in popular memory for its compelling gameplay or endlessly replayable structure. No, Spelunker is remembered for being the ultimate kusoge, and with the release of Spelunker HD Deluxe, it’s finally wrapped around to drawing influence from its imitators. &lt;br/&gt;&lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="720" data-orig-width="1280"&gt;&lt;img src="https://64.media.tumblr.com/425f5a6f39973e23cb676bf9ce996492/48d2a40be1265dd1-4b/s540x810/22e08e6f668abe9bde53243caa2b9ec31ddda820.png" data-orig-height="720" data-orig-width="1280"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;Spelunker appears to be a regular platformer of the PC era at first. You play as an explorer, diving into ancient cave systems, navigating puzzles and picking up gold and raiding ancient treasures. Each stage has you heading to different parts of the stage to collect keys, then doubling back to open up the doors to the next area, dealing with a set of hazards along the way. &lt;/p&gt;&lt;p&gt;What makes Spelunker stand out is that you’re playing as the most fragile protagonist of game history. The titular Spelunker will meet instant death if he so much as sprains his ankle, and that’s not an exaggeration. Walk off a lift instead of jumping and you’ll die before you even have time to hit the floor. Move too far to the side of a rope you’re climbing&amp;ndash;dead. Get crapped on by a bat&amp;ndash;dead. Your character might have all the equipment he needs to explore a cave, but that doesn’t mean he’s equipped for it. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="720" data-orig-width="1280"&gt;&lt;img src="https://64.media.tumblr.com/398f9edf375f50e3e77f7335762386be/48d2a40be1265dd1-b7/s540x810/6fd0d2157601c5dc567b4ee20556e79628ee54f3.png" data-orig-height="720" data-orig-width="1280"/&gt;&lt;/figure&gt;&lt;p&gt;What follows is a loop of shock, frustration and anger, where you curse the bullshit limitations the game has put on you, scream at their unfairness, then swear you’re gonna finish this stage despite this. And as you continually get to grips with its expectations, it gradually gets easier to complete a stage and you find yourself running through earlier stages with ease, the controls becoming surprisingly fluid when you have the confidence. &lt;/p&gt;&lt;p&gt;For anyone familiar with the rapid fire deaths of modern indie platformers, Spelunker HD will feel immediately familiar. It’s got that same rapid fire pace of punishment and iteration, and remains compelling in the same way. The only thing that keeps it from feeling wholly modern is the structure. Spelunker HD simply asks you to complete way too many stages in a row before marking your progress, and replaying earlier stages quickly becomes tiresome, especially as they ramp up in complexity of layouts. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="720" data-orig-width="1280"&gt;&lt;img src="https://64.media.tumblr.com/05be69e9101b962d7a22ec085a5821b3/48d2a40be1265dd1-8b/s540x810/3060bb90ccde419cfe8b68428fc52cb4c10dec78.png" data-orig-height="720" data-orig-width="1280"/&gt;&lt;/figure&gt;&lt;p&gt;Spelunker HD’s structural problems stand out even more given the earlier release Spelunker Party, which adapted Spelunker World, the free to play sequel built on the mechanics of Spelunker HD (which is of course an adaptation of Spelunker on the NES, an adaptation of the PC game). Absurd genealogy aside, Spelunker Party was built on more bite sized levels structured for multiplayer, making it a much better fit for both portable play and multiplayer, allowing you to more consistently tackle and progress through stages. Spelunker HD is more archaic in both structure and graphics, sticking more closely to the original game, and showing its origins as a PS3 downloadable title.&lt;/p&gt;&lt;p&gt;That doesn’t necessarily make it less worthwhile, just less immediately accessible, which will probably suit fans of its harsh, unforgiving platforming just fine. HD Deluxe also brings in new Endless Cave NEO mode, closing the loop on its influences by adding in an endless cave system with ever changing layouts. It’s not quite Spelunky, but rather a tunnel that slowly closes the screen on you, daring you to outwit the next set of obstacles before you’re crushed, and see how long you can survive. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="720" data-orig-width="1280"&gt;&lt;img src="https://64.media.tumblr.com/bce4049efc89129514e531b67a92cbd5/48d2a40be1265dd1-35/s540x810/6cd4349919cf4ac5a1a18b02e989affd98c89481.png" data-orig-height="720" data-orig-width="1280"/&gt;&lt;/figure&gt;&lt;p&gt;If I’m honest, it’s not the most compelling addition, and on its own doesn’t make a great case for anyone who’s played the previous versions of the game&amp;ndash;which to be fair is probably isn’t a huge group. As a complete package then, Spelunker HD Deluxe lands somewhere between the original game and Spelunker Party. Party makes a more compelling case as a multiplayer game that requires coordination and fits into smaller sessions. HD works better for people who want to experience the original with modern features, complete with the option to return to NES style graphics. &lt;/p&gt;&lt;p&gt;Whichever game you decide to go with, you’ll be sure to be cursing up a storm. &lt;/p&gt;</description><link>https://clickbliss.net/post/661854761275080704</link><guid>https://clickbliss.net/post/661854761275080704</guid><pubDate>Thu, 09 Sep 2021 08:24:46 -0500</pubDate><category>spelunker hd</category><category>review</category><category>switch</category><category>ps4</category><dc:creator>siegarettes</dc:creator></item><item><title>Hell Let Loose is a lesson in accepting the inevitable</title><description>&lt;figure class="tmblr-full" data-orig-height="1152" data-orig-width="2048"&gt;&lt;img src="https://64.media.tumblr.com/1877781c68df2312a81e6609908d3956/c0a6837b9371c530-9b/s540x810/b7c758f99506b5a8a0906294d41c55bdb9cb21da.png" data-orig-height="1152" data-orig-width="2048"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (@siegarettes)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Hell Let Loose&lt;/i&gt;&lt;/li&gt;&lt;li&gt;Developer- Black Matter Studios&lt;/li&gt;&lt;li&gt;Publisher- Team 17&lt;/li&gt;&lt;li&gt;PC, PS4/5, Xbox&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Most games try to give you some sense of your impact. You can construct stories about your prowess, about what you did to help bring your team to victory. You know how many kills you made, how many objectives you captured, and how you assisted your teammates. The numbers spell out plainly exactly what you’ve accomplished. &lt;/p&gt;&lt;p&gt;In Hell Let Loose, sometimes it’s an achievement just to stay alive. A bomb you had no chance to avoid might take you out seconds after spawning. Or you might run ten minutes to the next objective only to be killed instantly by an enemy you’d never seen. &lt;/p&gt;&lt;p&gt;Sometimes you play a key role in setting a well timed offensive that creates momentum for the whole team. And sometimes you wander around, separated from your squad with no objective, no direction, and wondering if you’re even going to contribute anything in the next 30 minutes of bloody attrition. &lt;/p&gt;&lt;p&gt;Hell Let Loose is both the most exhilarated and bored I’d ever been in a shooter.&lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/0c05e1e8a77fff94fa8e77afb4d2e5fd/c0a6837b9371c530-73/s540x810/6bc54ca042e02bda2e59f8b1a3816e80fe025647.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;Information constantly comes it’s hard to tell what’s important. A casual chat room full of roleplaying that erupts into screams when artillery rips the person you’re talking to in half. &lt;/p&gt;&lt;p&gt;Part RTS, part squad based shooter, so much of a match is determined by who you bring in and who you’re stuck with. The game takes place as much in the voice channels as it does in firefights. Maps are massive, with long treks taking place between objectives and so many players on the map at any time that without direction from squad leaders and your commander, it’s basically impossible to know if and when you’re making any meaningful contributions to the fight. Even in more specialized roles such as tank operators or snipers, no single player is going to make the difference in a battle. Information rules all, and often the team with the better coordination is going to win over the one with better aim. &lt;/p&gt;&lt;p&gt;Hell Let Loose is basically the opposite of everything you expect from a modern shooter: arduous, tedious, and with massive, dense maps that make it impossible to pick out targets and provide no immediate feedback on if you’re doing well or if you even landed a hit on the person you were shooting at. Games can last over an hour, with no guarantee that anything interesting will happen. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/decdaf67559b25c275d1675a1b4e2abd/c0a6837b9371c530-74/s540x810/0ec3989a69ce7e0c99fe557d3741587510c5fe8a.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;p&gt;Despite that it remains constantly compelling. Hell Let Loose operates at a scale where you stop seeing yourself as a major player on a team, but a contributor to a massive effort. You’re not the person performing sick feats of skill to turn the game around, but a gun who puts bullets downrange to keep others from sticking their heads up, or a medic picking and choosing who they can save in the chaos. You’re rewarded not by the system but by the situation. The thank yous of people you revive, or seeing your squad crest over the hill, through smoke and taking a position you’ve been grinding at for the last 20 minutes. &lt;/p&gt;&lt;p&gt;Hell Let Loose excels at generating these situations. It’s a game you always come out of with stories, tiny moments you remember from the larger experience. It’s requires a certain headspace and a large chunk of time, and often the sheer intimidation of it means I gotta psych myself up before I jump in. But there’s something about the awe and terror of the battlefield, the rhythms of the radio chatter, that keeps me coming back for more. &lt;/p&gt;</description><link>https://clickbliss.net/post/661851668915290112</link><guid>https://clickbliss.net/post/661851668915290112</guid><pubDate>Thu, 09 Sep 2021 07:35:37 -0500</pubDate><category>hell let loose</category><category>review</category><category>fps</category><category>team17</category><category>pc</category><category>ps4</category><category>ps5</category><category>xbox</category><dc:creator>shootthecore</dc:creator></item><item><title>Space Invaders Invincible Collection Review</title><description>&lt;figure class="tmblr-full" data-orig-height="613" data-orig-width="1089"&gt;&lt;img src="https://64.media.tumblr.com/ff148a77e19cc39ca3936d165f700358/9870bc08c20e0399-04/s540x810/6db800cfd866f68482aa0001b36440b38c36ba1b.png" data-orig-height="613" data-orig-width="1089"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (@siegarettes)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Space Invaders Invincible Collection&lt;/i&gt;&lt;/li&gt;&lt;li&gt;Developer: Taito&lt;/li&gt;&lt;li&gt;Publisher: ININ Games&lt;/li&gt;&lt;li&gt;Switch, PS4&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;When &lt;a href="https://clickbliss.net/post/640208981789474816/space-invaders-forever-stretches-the-definition"&gt;Space Invaders Forever released here&lt;/a&gt;, I lamented the fact that we were getting a cut down version of an already lacking collection. Apparently, the sentiment was heard, because almost a year later, Space Invaders Invincible Collection, the previously Japan-only Switch collection, is finally here. Invincible Collection is an improvement on the previous bare bones collection, but as the basis for Forever, it shares plenty of the same strange problems and has plenty of shortcomings of its own. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="720" data-orig-width="1280"&gt;&lt;img src="https://64.media.tumblr.com/5c6f64df43a21e94b9ee83c3a7824c5b/9870bc08c20e0399-df/s540x810/1a89ef311f69b88a653df29ff87cf39732a8cd40.png" data-orig-height="720" data-orig-width="1280"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;Invincible Collection boasts the inclusion of “11 masterpieces”, but on closer inspection the claim immediately breaks down. Two slots are taken up by the original Space Invaders and its color version&amp;ndash;which has no other major differences. Notably, both games are also included as part of Space Invaders DX, which goes one further and includes an emulation of the cellophane variant. Majestic Twelve and Space Invaders ‘91 are also slightly different regional releases of the same game.&lt;/p&gt;&lt;p&gt;So already that’s really 9 games, with slight variation. As for Gigamax and Arkanoid vs. Space Invaders, they’re both sub par experiences, &lt;a href="https://clickbliss.net/post/640208981789474816/space-invaders-forever-stretches-the-definition"&gt;as discussed in my previous review for Space Invaders Forever&lt;/a&gt;. Gigamax just doesn’t work outside its original gallery format, and Arkanoid vs. Space Invaders has the same problem of being a standalone download with no concessions to the console format, only playable in limited, specific ways. So what about the remaining 7 games? Are they worth the full retail price?&lt;/p&gt;&lt;figure data-orig-height="251" data-orig-width="220"&gt;&lt;img src="https://64.media.tumblr.com/65502253457f7a497e63ab4fc53d89ef/9870bc08c20e0399-c4/s540x810/bcae8121f6ea35ddc0fcf2b47e8bfb957d190d09.png" data-orig-height="251" data-orig-width="220"/&gt;&lt;/figure&gt;&lt;p&gt;Lunar Rescue and Space Cyclone are mostly historical curiosities. Lunar Rescue is, well Lunar Lander mashed up with Space Invaders. You’re still gunning down aliens, but this time with a greater range of movement, and the added wrinkle of fuel management. Space Cyclone is another early Space Invaders remix, but with much more elaborate enemy designs and movement patterns. Both lack the simple appeal of the original game, and neither made a lasting impression, but I appreciated them as archival works, especially since Space Cyclone had not been previously ported. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="360" data-orig-width="480"&gt;&lt;img src="https://64.media.tumblr.com/526ec041a6e5326bab802289382b7690/9870bc08c20e0399-06/s540x810/2c193d18aca437ba69a1725b6d9a59e59e6cb8d1.png" data-orig-height="360" data-orig-width="480"/&gt;&lt;/figure&gt;&lt;p&gt;That leaves Space Invaders DX, ‘91, and Extreme to cover. &lt;/p&gt;&lt;p&gt;Like previously mentioned, Space Invaders DX is an enhanced version of the original. In addition to the 3 variants of the original, it also includes a 2-player versus game, as well as a new parody mode. The parody mode is basically the same gameplay-wise, but mixes it up visually by replacing the classic designs with sprites referencing other Taito games. And the 2-player mode allows two players to compete to see who can destroy and survive more waves of enemies. It basically does what it says on the tin, and is enjoyable, if not remarkable. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="224" data-orig-width="320"&gt;&lt;img src="https://64.media.tumblr.com/8be0c6da55316ec80cc845c29ce2f414/9870bc08c20e0399-da/s540x810/52de8e9b37c0b55b37424a0cf6b17f34e8523cce.png" data-orig-height="224" data-orig-width="320"/&gt;&lt;/figure&gt;&lt;p&gt;What it does unfortunately do well, is draw attention to the exclusion of Space Invaders ‘95: Invasion of the Lunar Loonies, a Parodius style reinvention of Space Invaders that takes the parody mode concept much further. Lunar Loonies not only has cute and silly new aesthetics, but brand new mechanics, playable characters, and stage layouts. It’s one of the highlights of the entire series, and its exclusion is bewildering, especially considering it was previously packaged as part of other Taito collections. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="720" data-orig-width="1280"&gt;&lt;img src="https://64.media.tumblr.com/c3ab9beec3a35505e7c94db2dcc93071/9870bc08c20e0399-71/s540x810/f1eee6c9c31a078a43bc5460367ed4e47371c3ee.png" data-orig-height="720" data-orig-width="1280"/&gt;&lt;/figure&gt;&lt;p&gt;Space Invaders ‘91, or Majestic Twelve, fares a little better than DX then. While it originally gives off the vibe of a slightly enhanced port of the original, it quickly branches out, with new mechanics, enemy behaviors, weapons, and a bizarre bonus stage that involves cow abduction. Majestic Twelve is more in the mold of Galaga ‘88, or other Galaga arrangements, and has a lot of atmosphere, and its own unique soundtrack. It works well as a standalone game, and easily earns its place in the collection. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="1080" data-orig-width="1920"&gt;&lt;img src="https://64.media.tumblr.com/38ee03a9123437815b3ff65061c1af00/9870bc08c20e0399-cc/s540x810/1c472c6cdb67b26954796efbf5fa959c364241cc.png" data-orig-height="1080" data-orig-width="1920"/&gt;&lt;/figure&gt;&lt;p&gt;Space Invaders Extreme is still the excellent game included in Space Invaders Forever, and previously available on other systems. A fantastic modern revival of the series, it’s got a feverish club aesthetic, and adds tons of new scoring mechanics, branching paths, and a combo system that earns you powerups, allowing you to constantly optimize your route through the game on each playthrough. It’s once again the centerpiece of the collection. &lt;/p&gt;&lt;p&gt;Of course, Extreme’s inclusion does make me wonder why Extreme 2 didn’t see a port, especially given how popular tate mode shooters have become on Switch. Likewise, Space Invaders Infinity Gene is a conspicuous absence, given its place as another well liked modern take on the formula, one that’s explicitly built around the evolution of the series. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="720" data-orig-width="1280"&gt;&lt;img src="https://64.media.tumblr.com/5b8fd5fb8aaad93348e55bff29bc496d/9870bc08c20e0399-ef/s540x810/af9e1fd4eff1d81b0afdc1bd4e6f92bd54cfa0b8.png" data-orig-height="720" data-orig-width="1280"/&gt;&lt;/figure&gt;&lt;p&gt;Alongside the absence of Space Invaders ‘95, the lack of Extreme 2 and Infinity Gene leave serious holes in the Invincible Collection. It doesn’t work as a survey of gameplay styles across the series, it’s not complete enough or given enough care to work as a historical archive, and it certainly doesn’t feel celebratory either. Space Invaders Invincible Collection is anything but&amp;ndash;it’s full of holes and barely holding apart. It’s a worse collection than previous budget Tatito releases, and it doesn’t even attempt the exhaustive detail of the Darius collections. &lt;/p&gt;&lt;p&gt;It’s just this lackluster budget set of games that hopes its presentation can make it feel more premium, but without any serious attention lavished on that presentation. There’s undoubtedly some great titles here, but two or three barebones ports of excellent games can’t exactly hold the rest of it together. If Invincible Collection is all we got, then I guess we’ll wait on whatever the next attempt at a collection is. &lt;/p&gt;</description><link>https://clickbliss.net/post/660034619694039041</link><guid>https://clickbliss.net/post/660034619694039041</guid><pubDate>Fri, 20 Aug 2021 06:14:24 -0500</pubDate><category>switch</category><category>ps4</category><category>review</category><category>shmup</category><category>space invaders</category><category>Space Invaders Extreme</category><category>space invaders invincible collection</category><dc:creator>siegarettes</dc:creator></item><item><title>Short Reviews: Nirvana Pilot Yume</title><description>&lt;div class="npf_row"&gt;&lt;figure class="tmblr-full" data-orig-height="353" data-orig-width="616"&gt;&lt;img src="https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s640x960/5322b525827b2e5b5f01d9f7c43c6dac64fc96f1.jpg" data-orig-height="353" data-orig-width="616" srcset="https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s75x75_c1/1429a1b615841060bdecd0f10b30675fe7467288.jpg 75w, https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s100x200/f68524264bf577d1980e1ba746c533ca8fddf5ec.jpg 100w, https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s250x400/07983007b97070e33a037deecc27812dd1c313f5.jpg 250w, https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s400x600/f5e184ad0135e8ba1cd9a0bf1a636b93e0905995.jpg 400w, https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s500x750/d0fe41b5ae9771ca6abf5024fa4d50e175fe5557.jpg 500w, https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s540x810/6c90e67167860708bf2f2a5782bf69960d26b580.jpg 540w, https://64.media.tumblr.com/b09f2e62e6d4030b178247bf7285b869/ada90bc52cb0c4fc-0c/s640x960/5322b525827b2e5b5f01d9f7c43c6dac64fc96f1.jpg 616w" sizes="(max-width: 616px) 100vw, 616px"/&gt;&lt;/figure&gt;&lt;/div&gt;&lt;p&gt;By: RJ (&lt;a href="https://href.li/?http://twitter.com/rga_02"&gt;@rga_02&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Nirvana Pilot Yume&lt;/li&gt;&lt;li&gt;Developer - Dev9k&lt;/li&gt;&lt;li&gt;Nintendo Switch &lt;/li&gt;&lt;/ul&gt;&lt;p&gt;What happens when you combine a running game with a visual novel? You get Nirvana Pilot Yume - a self-described cure for your &amp;ldquo;80s sci-fi anime nostalgia.&amp;rdquo; But no self-respecting doctor would want to prescribe this.&lt;/p&gt;&lt;!-- more --&gt;&lt;p&gt;Your character is named Mitur, a legendary racer who later disgraced himself causing the accidental death of his partner. &lt;/p&gt;&lt;p&gt;A few years later, he returned to the circuit as an instructor to Yume, looking to redeem himself from his dark past. Along the way, Mitur encounters a journalist (Eleanor), a scientist (Mai), and an edgy-looking antagonist straight out of a Newgrounds flash animation. &lt;/p&gt;&lt;p&gt;Mitur ends up to be a complete horndog - and depending on how you view the dialog, a predator as well. You have the option to romance Elanor, Mai, or Yume. Towards Mitur&amp;rsquo;s quest to seduce one of the three, you will also find yourself with some NSFW CG, if that is your thing.&lt;/p&gt;&lt;p&gt;The story leading up to Mitur&amp;rsquo;s climax is one of the worst I&amp;rsquo;ve seen recently. The dialog is filled with sexual innuendos to the brim to the point where you will just roll your eyes every time you advance. Like we get it bro, you are horny. &lt;/p&gt;&lt;p&gt;If you can ignore all of that, the pacing feels rushed and at times disjointed. The dialog choices you are presented with comes out of nowhere and feels unnatural. &lt;/p&gt;&lt;p&gt;Now as for the other part of the gameplay, the racing. As I said earlier, this plays out more like a runner. You help Yume reach the end by avoiding hitting a barrier or falling into the abyss. &lt;/p&gt;&lt;p&gt;However, it is easier said than done. &lt;/p&gt;&lt;p&gt;The gameplay is quite a mess. To avoid hitting or falling, you have to jump. But the input of your press doesn&amp;rsquo;t seem to match the actual jump itself. Sometimes it is either too much or too little. &lt;/p&gt;&lt;p&gt;Another way to avoid hitting a barrier is to turn, but the timing of the turn depends on pressing on the break which seems to work once in a blue moon.&lt;/p&gt;&lt;p&gt;There is an option to retry a course, but at the expense of you failing. As Yume&amp;rsquo;s eye out on the circuit, every time you fail your connection to her weakens. So when you restart your screen will be glitched out making the course harder. &lt;/p&gt;&lt;p&gt;Aesthetically, the game is right up the same ally as any other homage to the cyber/retro/[insert genre here]punk video game out there.&lt;/p&gt;&lt;p&gt;If there was a polite English term for kusoge, I would label this game as such. There are plenty of good runners out there of the better variety, and if you must, you can probably play a decent VN alongside &lt;/p&gt;</description><link>https://clickbliss.net/post/659327014555320320</link><guid>https://clickbliss.net/post/659327014555320320</guid><pubDate>Thu, 12 Aug 2021 10:47:19 -0500</pubDate><category>reviews</category><category>review</category><category>videogames</category><dc:creator>suppadoopa</dc:creator></item><item><title>Super Sami Roll is a joyous new 3D platformer that's both familiar and fresh</title><description>&lt;figure data-orig-width="460" data-orig-height="215" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/1d741fbf5a0729d29d9d2c0b633bf739/ceea0489d0b2ab56-07/s540x810/93ab2bd5b43ee43f34a4d4dcef77a174d508aae5.png" alt="image" data-orig-width="460" data-orig-height="215"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;br/&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Super Sami Roll&lt;/li&gt;&lt;li&gt;Developer: Sonzai Games&lt;/li&gt;&lt;li&gt;Publisher: X PLUS Company Limited&lt;/li&gt;&lt;li&gt;PC&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;3D platformers are a genre that even it’s most prominent creators struggle to get right again. It’s not hard to look at the recent big disappointments in the space and see how difficult it is to bring back what people love about the genre, but for a modern audience. &lt;/p&gt;&lt;p&gt;Super Sami Roll isn’t one of those disappointments. Alongside games like Suzy Cube or Spark the Electric Jester 2, Super Sami Roll is part of the club of games that build their identities from a familiar base, but play with them in smart ways.&lt;/p&gt;&lt;figure data-orig-width="600" data-orig-height="337" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/de9546555a6a77cea5207a604ad17aa1/ceea0489d0b2ab56-9d/s540x810/fd162dc2f92225c09a88133208471eb7b40bab58.png" alt="image" data-orig-width="600" data-orig-height="337"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;Super Sami Roll’s main touchstones are Mario 3D Land, but I recognized shades of Chameleon Twist, Super Monkey Ball and even Sonic Lost World in its design. Sami carries much more momentum than Mario and his cohort, which allows him to pick up real speed and launch himself long distances and chain together jumps. Despite that movement is surprisingly precise, with a good amount of friction keeping you on even very thin platforms, and a good amount of air control.&lt;/p&gt;&lt;p&gt;Complementing this air control are the usual wall jump, ground bounce, and tongue grab. Your tongue is your grappling hook, parachute and climbing gear. The tongue grab is weirdly technical, requiring precise aim and rhythm. Hitting a wall or enemy will pull you right to it, and depending on the timing, allow you to either wall jump or double jump out of it. Learn to chain it and you can exploit it for time saving shortcuts, skipping entire areas of a level at a time. But more likely you’ll be using it mostly to attempt to save yourself from misjudged jumps.&lt;/p&gt;&lt;figure data-orig-width="600" data-orig-height="337" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/f833e54bad2f7346c5bbf0ee6002c4f5/ceea0489d0b2ab56-aa/s540x810/f563c096069a4ee108fa888f4322585d6b4d57ab.png" alt="image" data-orig-width="600" data-orig-height="337"/&gt;&lt;/figure&gt;&lt;p&gt;That’s because there are tons of pitfalls and immediate deaths in Super Sami Roll. There’s no health system, so instead hitting enemies or obstacles sends you flying sky high and out of control&amp;ndash;think Mario burning his ass on lava and you’ll have a good idea of it. The lack of control wastes your seconds on the timer, which become more precious as the difficulty ramps up. And if getting hit doesn’t immediately send you plummeting, it can send you into a frustrating loop where the lack of control has you dropping down on enemies or obstacles repeatedly, losing control for long periods of time before allowing you to try again.&lt;/p&gt;&lt;p&gt;Alongside this loss of control, strict time limits and precarious level design often end up meaning one mistake can cost you the run in later levels. Without mastering the tongue grapple, you won’t have a lot of leeway to make mistakes or veer slightly off course. Even then you’ll have to be real precise with that recovery, since the often thin platforms only give you a small window to grapple successfully. Thankfully checkpoints are &lt;i&gt;generally&lt;/i&gt; forgiving and there’s no lives system to punish you, meaning the game usually gets away with asking you to complete more difficult sequences than its peers. And short levels keep pain points into minor frustrations rather than all consuming ones.&lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/877ddd8c2a2c0024d61ee45db9c493b3/ceea0489d0b2ab56-a7/s540x810/0884e88214574ec3dc9c7afeb0770c9a59aa1e23.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;Super Sami Roll is smart where it puts pressure, and is downright satisfying when you can chain its moveset together to nail a sequence or create a shortcut. It gets a lot of mileage simply out of how good it feels to move. Mechanically, it’s easily one of the best 3D platformers of my recent memory. Even as I became frustrated or wished for more leeway on certain jumps, nailing the next sequence kept me returning.&lt;/p&gt;&lt;p&gt;The same can’t be said about the game aesthetically. While it has plenty of charm and one off gags and characters I enjoyed, it never achieves any sense of setting or cohering aesthetic direction. It’s a rote journey of platformer themes: grassy fields, the sea, the lava level, the ice level and the one Orientalist, culture flattening sand world that videogames are stubbornly keeping alive.&lt;/p&gt;&lt;figure data-orig-width="1920" data-orig-height="1080" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/469793d4d8311d7aa61291c6561a97b6/ceea0489d0b2ab56-33/s540x810/5970c960309591c43ee2556c9136fe90fc529d9e.png" alt="image" data-orig-width="1920" data-orig-height="1080"/&gt;&lt;/figure&gt;&lt;p&gt;Enemies likewise have no universal identity, to tie them together. Plenty have their own charm&amp;ndash;like sneaky road cones or the Street Fighter turtles that will straight up ant-air you if you attempt to jump them&amp;ndash;while others are a parade of the usual&amp;ndash;snakes in jars and tribal shy guy rip offs that feel out of place in every setting.&lt;/p&gt;&lt;p&gt;Super Sami Roll gets so much right that the things it gets wrong stand out more. Digging in minutiae only happens because the game nails it elsewhere. Sure, there’s plenty more I’d have liked to see out of Super Sami Roll, but in terms of bringing joy to the simple act of moving, this is a game that’s earned a place among other modern platformers.&lt;/p&gt;</description><link>https://clickbliss.net/post/658532361846308864</link><guid>https://clickbliss.net/post/658532361846308864</guid><pubDate>Tue, 03 Aug 2021 16:16:40 -0500</pubDate><category>super sami roll</category><category>3d platformer</category><category>mario 3d land</category><category>sonic</category><category>monkey ball</category><category>review</category><category>pc</category><dc:creator>siegarettes</dc:creator></item><item><title>Cotton Reboot Review</title><description>&lt;figure data-orig-width="1089" data-orig-height="613" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/95f8782f40a81f5987d135dc0d461410/c15d44848307798e-e5/s540x810/41fa95ab1c7f8ce0717d51d19f9d2cf885931cc2.png" alt="image" data-orig-width="1089" data-orig-height="613"/&gt;&lt;/figure&gt;&lt;p&gt;By Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Cotton Reboot &lt;/li&gt;&lt;li&gt;Developers - Success&lt;/li&gt;&lt;li&gt;Publisher - ININ Games&lt;/li&gt;&lt;li&gt;Switch, PS4&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Combining RPG mechanics and aesthetics, Cotton proved to be a longtime resident of many lists of shooter recommendations, especially for the cute-em-up crowd. With so many other shooters finding their way onto modern platforms lately, it only made sense for Success to return to it. Reboot, as you might expect, reboots the series, with a remaster of the first game that brings new art, an arranged OST and mechanics that feel at home with modern shooters. Conveniently, the original’s X68000 port is included as a bonus, making it easier to see just how much has changed. &lt;/p&gt;&lt;!-- more --&gt;&lt;figure data-orig-width="1280" data-orig-height="720" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/69a3c2f57aec6547788ef4880579f51b/c15d44848307798e-36/s540x810/0987ffac950aa694c411bb98fcc93265cd3cbfc0.png" alt="image" data-orig-width="1280" data-orig-height="720"/&gt;&lt;/figure&gt;&lt;p&gt;Cotton Reboot aims for a much more hectic energy than the original. Enemy attacks are faster and more frequent, and the powerup and scoring systems have changed to match. In the original, enemies dropped gems that had to be juggled to cycle them through experience points and spell powerups. &lt;/p&gt;&lt;p&gt;&lt;b&gt;&lt;br/&gt;&lt;/b&gt;&lt;/p&gt;&lt;p&gt;The same system is at play in Reboot, but the gravity has been removed from gems, making them much easier to cycle through and collect. Grabbing multiples of the same color when your spell queue is maxed out will also create more powerful spells, and shot long enough, gems will even provide big scoring opportunities. The trade off is that the amount of gems and their lack of gravity can end up with them piled up in front of you, forming a wall that prevents your bullets from getting through if shot enough. &lt;/p&gt;&lt;figure data-orig-width="1280" data-orig-height="720" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/6a5cc6e80efd34421d48c5e4418d88f6/c15d44848307798e-0e/s540x810/d44153d87c7196223f6001b1953c0c74b2120be1.png" alt="image" data-orig-width="1280" data-orig-height="720"/&gt;&lt;/figure&gt;&lt;p&gt;The score system plays off this hectic pace, introducing a new Gem Fever mechanic that both powers you up, and sends scores of scoring gems soaring through you if positioned right. Bullets split as they hit gems, and hitting enemies with this split shot fills the Fever gauge. When activated, Fever imbues you with more firepower, and a stream of bonus points. Score enough and Fever will gain a level, giving you even stronger bonuses next round. &lt;/p&gt;&lt;p&gt;The absurd tuning of Reboot’s speed undoubtedly makes it more fun, but it also makes playing Reboot with intention kind of a mess. The original Cotton’s gem system already made it difficult to pick up specific spells while navigating enemies, but Reboot’s more hectic pace and busier screen multiplies the difficulty. Slowly cycling gems through colors in the middle of a firefight is already asking for trouble, but activate Fever and you’ll be lucky if you don’t somehow get clipped by a bullet or enemy in the visual chaos a few times during a run. &lt;/p&gt;&lt;p&gt;Cotton Reboot laughs in the face of any attempts to get a “clean” run through the game. The new pace and mechanics create a more dynamic game, but one that’s also inherently messy. Practice can give you more control over the situations, but you better expect to take a few inexplicable deaths, and rack up extends to counteract them. &lt;/p&gt;&lt;figure data-orig-width="1280" data-orig-height="720" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/93718c075699610ab1d095c45296cdf6/c15d44848307798e-86/s540x810/fe479c9cc9aab04a35878942a7a0066d70473778.png" alt="image" data-orig-width="1280" data-orig-height="720"/&gt;&lt;/figure&gt;&lt;p&gt;Cotton Reboot brings a splash of modern shooter sensibilities, without erasing the original’s charm or direction. For those wanting to perform surgical, calculated attacks on the leaderboard, the chaos of the new direction can make it a little too frustrating at times. For anyone looking for a more casual, dynamic game, Reboot adds more color and provides a spectacle when playing both for survival and for score. It’s a successful return to form, and if news is to be believed, the possible start of a grand return for the series.  &lt;/p&gt;</description><link>https://clickbliss.net/post/658424453489950721</link><guid>https://clickbliss.net/post/658424453489950721</guid><pubDate>Mon, 02 Aug 2021 11:41:30 -0500</pubDate><category>cotton reboot</category><category>fantastic night dreams</category><category>success</category><category>ININ Games</category><category>ps4</category><category>switch</category><category>shmup</category><category>review</category><dc:creator>shootthecore</dc:creator></item><item><title>Fallen Knight Review</title><description>&lt;figure class="tmblr-full" data-orig-height="215" data-orig-width="460"&gt;&lt;img src="https://64.media.tumblr.com/8304c3642f8b4fae6a0d0654237eab44/fe72717fef388b23-49/s540x810/15497e0fcbb80fe5a0b2db688746e3e16fc2586b.png" data-orig-height="215" data-orig-width="460"/&gt;&lt;/figure&gt;&lt;p&gt;By Amr (&lt;a href="https://href.li/?http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Fallen Knight&lt;/li&gt;&lt;li&gt;Developers - Fairplay Studios &lt;/li&gt;&lt;li&gt;Publisher - PQube&lt;/li&gt;&lt;li&gt;PC, Apple Arcade &lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;i&gt;Fallen Knight&lt;/i&gt; begins contradicting itself from the moment it begins. Equipping you with high speed dashes, air dashes and wall runs, it’s a game that feels most natural when moving fast. Then your stride is immediately broken by the combat&amp;ndash;which not only steals away your movement options after the intro stage, but asks you to slow down even more to get them back. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/083973abc89743b3e3037a255e52c64d/fe72717fef388b23-36/s540x810/9b5aea5ec9f65dd41801bd04c6b3548f32876c85.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;Combat on its own already stumbles, with damage sponge enemies and a lack of hitstun. All of this is made worse by its upgrade system, which essentially penalizes you for engaging in combat, giving you zero experience unless you perform parries that disarm the enemy. &lt;/p&gt;&lt;p&gt;Parrying doesn’t have a dedicated button, and doesn’t fit anywhere into the flow of regular combat. It essentially asks you to stop, wait in front of enemies who would otherwise be easily bypassed, then hit the attack button at some point after the attack is telegraphed and hope you get a parry instead of a normal attack that gets you hurt. Timing isn’t universal or natural. Sometimes you need to attack immediately after the flash, or sometimes you need to wait until the enemy dashes up to you and is visibly inside of your hitbox. &lt;/p&gt;&lt;p&gt;The inconsistency of combat makes it a chore, and often I’d be better off bypassing it altogether. Or I would have been, if bosses didn’t provide such a huge difficulty spike that essentially required you to grind for upgrades. Defeating a boss either requires slogging through battles dragged down by long boss health bars, or attempting an instant kill by intentionally putting yourself in harm’s way to get multiple consecutive parries. The same problems that plague the parry mechanics in regular combat still apply here, making reading the timings a mess. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="337" data-orig-width="600"&gt;&lt;img src="https://64.media.tumblr.com/65689ceef82ec1436ce19c5f6fe61066/fe72717fef388b23-62/s540x810/d82aa7d54e895872b57e80cd6efee69ca0a60232.png" data-orig-height="337" data-orig-width="600"/&gt;&lt;/figure&gt;&lt;p&gt;The basic structure for a fun action game is here, but the upgrade system, instead of enhancing that, removes abilities and makes basic combat tedious in order to force you to engage with it. The balance is completely wrong, and continually breaks any sense of rhythm the game begins to achieve, creating a staccato, start and stop flow. &lt;/p&gt;&lt;p&gt;&lt;i&gt;Fallen Knight &lt;/i&gt;continually sabotages its own efforts in order to staple new systems to its core mechanics. It’s a parade of ideas that can’t achieve the promise set on paper.&lt;/p&gt;</description><link>https://clickbliss.net/post/658078975388745728</link><guid>https://clickbliss.net/post/658078975388745728</guid><pubDate>Thu, 29 Jul 2021 16:10:16 -0500</pubDate><category>fallen knight</category><category>pc</category><category>ios</category><category>review</category><category>mega man</category><dc:creator>shootthecore</dc:creator></item><item><title>Trigger Witch takes the “ultraviolent Nintendo game” gag to its logical conclusion</title><description>&lt;figure class="tmblr-full" data-orig-height="350" data-orig-width="1170"&gt;&lt;img src="https://64.media.tumblr.com/94dac493e1c427cf825f253b7794ac34/fea8ef53eb964f6a-b1/s540x810/9b5b83e12165a21ac4fe44fa73241adaed5fb0a9.png" data-orig-height="350" data-orig-width="1170"/&gt;&lt;/figure&gt;&lt;p&gt;By Amr (&lt;a href="https://href.li/?http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;Trigger Witch &lt;/li&gt;&lt;li&gt;Developers - Rainbite&lt;/li&gt;&lt;li&gt;Publisher - eastasiasoft&lt;/li&gt;&lt;li&gt;Switch, Playstation, Xbox&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;Among easy internet gags “Nintendo game with ultraviolence” is a long time staple. One look at &lt;i&gt;Trigger Witch &lt;/i&gt;and it’s easily clear this is its starting point. Everything from the viewpoint, tilesets, structure and even certain melodies mark it as a clear pastiche of &lt;i&gt;A Link to the Past&lt;/i&gt;, with AKs and Magnums replacing the swords and magic. Complete with the violent bursts of blood when you finish off an enemy. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="787" data-orig-width="1400"&gt;&lt;img src="https://64.media.tumblr.com/65f84026bbff0d3c8155badc3023cc2a/fea8ef53eb964f6a-12/s540x810/4164dd22e8a90f7bb651aa28b029b2afbed4c561.png" data-orig-height="787" data-orig-width="1400"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;What makes &lt;i&gt;Trigger Witch &lt;/i&gt;stand out is how far it’s willing to take the concept, answering questions of how and why, and doing legitimate world building around it. Witches in the world have forgotten how to use most magic, and in its place a faith devoted to the use and crafting of firearms has developed, complete with rights of passage to receive your first gun. &lt;/p&gt;&lt;p&gt;It’s at once far more elaborate than you’d expect&amp;ndash;going so far as to talk about the infrastructure that allows them to develop and magically conjure ammunition&amp;ndash;and not elaborate enough. By answering so many questions about the world it leaves many more open. And coming from American gun culture, in which the right to lethal force is presented with equal religious fervor, &lt;i&gt;Trigger Witch&lt;/i&gt; rides an uncomfortable tension. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="787" data-orig-width="1400"&gt;&lt;img src="https://64.media.tumblr.com/00c4bbe0c37fcb3d782c5f05d0442744/fea8ef53eb964f6a-ed/s540x810/75b96a4ee90cbc85dd50fcca71ce305f2e0727ed.png" data-orig-height="787" data-orig-width="1400"/&gt;&lt;/figure&gt;&lt;p&gt;More straightforward is &lt;i&gt;Trigger Witch’s &lt;/i&gt;play on the Zelda structure, complete with an overworld that slowly opens its gates as you earn new weapons. Traversal’s a little less charming when the doors open to a grenade launcher, however. Likewise, enemy patterns become less interesting when your entire arsenal is projectile based. Most enemies you’ll encounter perform some form of either rushing you down or firing at you, and though the room design attempts to keep this novel, it quickly becomes rote. &lt;/p&gt;&lt;p&gt;When combat does switch up for boss fights, it becomes a hectic, sloppy mess. Not confident that it’s boss gimmicks can carry it, &lt;i&gt;Trigger Witch &lt;/i&gt;throws enemy mobs into what are already iffy fights, completely breaking up the steady rhythm that its combat sets elsewhere. The first boss fight in particular proved so tedious that I ended up just spraying bullets and spamming health potions to grind through it. &lt;/p&gt;&lt;p&gt;Building on that is &lt;i&gt;Trigger Witch’s &lt;/i&gt;bizarre ammunition system. Your revolver is the only weapon that can be manually reloaded, with other weapons requiring you to switch to the pistol and wait until a full clip conjures itself into the chamber. It’s already a bizarre system with only two weapons, but the more weapons you pick up the more unwieldy it becomes, adding an unwanted sense of chaos to combat. &lt;/p&gt;&lt;figure class="tmblr-full" data-orig-height="787" data-orig-width="1400"&gt;&lt;img src="https://64.media.tumblr.com/6dd3a46df500fdee89107331d050b9ad/fea8ef53eb964f6a-45/s540x810/2d4219b63839879035db97221822c825d874b05d.png" data-orig-height="787" data-orig-width="1400"/&gt;&lt;/figure&gt;&lt;p&gt;&lt;i&gt;Trigger Witch&lt;/i&gt; is full of small decisions like this that make it more messy as it goes on, which draws a lot of unfavorable comparisons when the game you’re riffing on is known for its flawless polish. Outside of boss battles, it does a surprisingly good job setting the pace, but these small problems continually have Trigger Witch stumbling over its own feet. &lt;/p&gt;&lt;p&gt;With more considered combat &lt;i&gt;Trigger Witch&lt;/i&gt; could have remained an enjoyable, if derivative, Zelda style adventure. As it is, it’s a light hearted gag that does more than expected, but doesn’t quite deliver. &lt;/p&gt;</description><link>https://clickbliss.net/post/658070771632111616</link><guid>https://clickbliss.net/post/658070771632111616</guid><pubDate>Thu, 29 Jul 2021 13:59:53 -0500</pubDate><category>trigger witch</category><category>review</category><category>playstation 4</category><category>ps5</category><category>xbox</category><category>switch</category><category>zelda</category><category>guns</category><dc:creator>shootthecore</dc:creator></item><item><title>R-Type Final 2 is a series celebration with no sense of history</title><description>&lt;figure data-orig-width="616" data-orig-height="353" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/17acb0e89df33124081c4c839e809ceb/8aecf2a25bba7922-51/s540x810/0dbcc25295b382532ec01d128be56c00571c3ce8.png" alt="image" data-orig-width="616" data-orig-height="353"/&gt;&lt;/figure&gt;&lt;p&gt;by Amr (&lt;a href="http://twitter.com/siegarettes"&gt;@siegarettes&lt;/a&gt;)&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;R-Type Final 2&lt;/i&gt;&lt;/li&gt;&lt;li&gt;Developer - Granzella&lt;/li&gt;&lt;li&gt;Publisher - NIS America&lt;/li&gt;&lt;li&gt;PC, Switch, PS4&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;i&gt;R-Type Final 2&lt;/i&gt; is a game banking on the poor memories of its returning players. It’s been nearly a decade and a half since the release of the original &lt;i&gt;R-Type Final,&lt;/i&gt; plenty of time to forget the details of its melancholy goodbye to the genre. A premature goodbye as it turns out, with the last decade seeing a surge in the popularity of the genre, and &lt;i&gt;R-Type Final 2 &lt;/i&gt;acting as a celebration of this fact, declaring the happy return of a genre favorite. For many, that’s a triumph in itself. Getting behind the controls of&lt;i&gt; Final 2’&lt;/i&gt;s extensive arsenal of ships is a joy that will carry the experience. But come armed with clear memories, and all its flaws cast harsh reflections through the haze of its brilliant lights. &lt;/p&gt;&lt;figure data-orig-width="600" data-orig-height="337" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/0a5adce7de742243dbcc22527c163e72/8aecf2a25bba7922-66/s540x810/e047c9d2c565ee6f13b4db188d26841ad83f334c.png" alt="image" data-orig-width="600" data-orig-height="337"/&gt;&lt;/figure&gt;&lt;!-- more --&gt;&lt;p&gt;What &lt;i&gt;Final 2&lt;/i&gt; ended up reminding me most of wasn’t the original Final, but &lt;i&gt;Gradius IV&lt;/i&gt;. Subtitled “Resurrection”, &lt;i&gt;Gradius IV &lt;/i&gt;made similar claims of a franchise revival, but ended up being a series of franchise refrains, grafted onto modern 3D tech. Likewise, &lt;i&gt;Final 2&lt;/i&gt; initially impresses with its new dynamic lighting, sending shadows reaching and crawling along its surfaces, and turning corridors into tunnels of violent color. The series staples appear to be intact, with the iconic dobkeratops returning alongside other biomechanical beasts and a stage long attack on a massive battleship. &lt;/p&gt;&lt;p&gt;Every component of the series is assembled into a machine unmistakable as another R-Type, but an inspection reveals deep flaws in both parts and assembly. Basic operations cause the game to sputter and creak, and everything is ever so slightly off. Charge timings are mismatched with the pace of the game, to the point where it’s often more efficient to stick to rapid fire, and you’re better off firing 3 or 4 standard charges in the time it takes to fill the level 2 and 3 charge gauge. &lt;/p&gt;&lt;figure data-orig-width="600" data-orig-height="337" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/bb9d79df3a66c9d0018c89fc1983e394/8aecf2a25bba7922-6e/s540x810/5418d8cfc512e34d85545b23e553035d70273375.png" alt="image" data-orig-width="600" data-orig-height="337"/&gt;&lt;/figure&gt;&lt;p&gt;Filling the DOSE gauge required for special attacks takes even longer. On anything other than the easiest difficulty, it’s not uncommon for it to take an entire stage to fill up, and requires you to take massive risks, basically not firing your weapons at points and instead ramming enemies with your force pod. All to give you an underwhelming attack that’s likely to get you killed as it obscures enemy shots under a mess of particle effects. I lost count of the amount of times I spent a whole stage building up a special attack, only to get killed by some unseen bullet, or die and find out it was much faster to just fire off a few level 1 charge shots instead. &lt;/p&gt;&lt;p&gt;And if I seem obsessed with efficiency, it’s because more often than not I found myself dreadfully bored by &lt;i&gt;R-Type Final 2&lt;/i&gt;. Every stage is a combination of long periods of downtime followed by frustrating cheap shots, hammered in by bewildering checkpoint placement and punctuated by tiresome bosses that often feel more like you’re waiting out a pattern than engaging an enemy. &lt;/p&gt;&lt;p&gt;There’s no ambition on display, no sense of setting or progression, with flat, unengaging level design that often fails the test of basic readability. The worst of these stages is the stage 3 battleship fight. What’s usually a highlight of each entry turns into a test of patience. Taking down each piece of the battleship is joyless&amp;ndash;with part either bending like a dented car door, or disintegrating off the ship with no visible impact on the larger structure. It’s also home to the worst of the game’s collision problems, with ships moving in and out of the background with no solid indicator of when they’re entering your plane of movement. Even after several attempts I still found myself slipping up and getting hit because of how difficult to parse it was. &lt;/p&gt;&lt;figure data-orig-width="600" data-orig-height="337" class="tmblr-full"&gt;&lt;img src="https://64.media.tumblr.com/44e72049268d0f934e154926d2bbe489/8aecf2a25bba7922-18/s540x810/31aa37f6c6602bce26fd1541b2d045e506ad998e.png" alt="image" data-orig-width="600" data-orig-height="337"/&gt;&lt;/figure&gt;&lt;p&gt;Through the whole ordeal I kept questioning my memory. Has this always been what R-Type was like? Was the dreadful pacing and frustration I was experiencing exclusive to this game, or just part of the series’ design? I’d played the original Final less than a year ago, and Delta even more recently than that. &lt;/p&gt;&lt;p&gt;With those doubts in mind I booted up my PS2 for a direct comparison. What I found was a meticulously crafted, ambitious and deliberately paced game, full of impressive set pieces. In comparison to its sequel,&lt;i&gt; R-Type Final&lt;/i&gt; felt more dynamic, and often even looked better, thanks to strong art design and realization of setting. It’s idiosyncratic, but loaded with the weight, intentionality and atmosphere of a series send off. &lt;/p&gt;&lt;p&gt;&lt;i&gt;R-Type Final 2&lt;/i&gt; is ultimately a game that’s come into a world flush with new entries into the genre, flourishing with fresh takes on old ideas. It’s a backwards looking game&amp;ndash;not one that finds inspiration in the past and brings back old feelings, but one that cashes in memories of what the past was, without taking any lessons from it or returning to any of what made previous entries successful. It’s R-Type reanimated, not revived, still covered in dirt from its burial plot. &lt;/p&gt;</description><link>https://clickbliss.net/post/651524939822891008</link><guid>https://clickbliss.net/post/651524939822891008</guid><pubDate>Tue, 18 May 2021 07:56:41 -0500</pubDate><category>shmup</category><category>review</category><category>stg</category><category>ps4</category><category>switch</category><category>pc</category><category>r-type final 2</category><category>r-type</category><category>final</category><dc:creator>shootthecore</dc:creator></item><item><title>Check out these PlayStation 3 games</title><description>&lt;div class="npf_row"&gt;&lt;figure class="tmblr-full" data-orig-height="581" data-orig-width="1200"&gt;&lt;img src="https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s640x960/54f8c1538457da4ecbac07e5ac7c6d574fd4a9bf.jpg" data-orig-height="581" data-orig-width="1200" srcset="https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s75x75_c1/b6247a692e417dd72406ba09e2b81d4e43993074.jpg 75w, https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s100x200/245f6fad0e038a51c47e1f2f9ae4064e97826e9d.jpg 100w, https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s250x400/da1af474539766aa448b746351bfa4ab57093a4d.jpg 250w, https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s400x600/a1870cffb1d2b465d6e87db9f0b7620d45a24146.jpg 400w, https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s500x750/773359d929add63a72f4cd85bfe52d2288553137.jpg 500w, https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s540x810/57e6e9e90c4720a03bcf80843c2fcbad71e34395.jpg 540w, https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s640x960/54f8c1538457da4ecbac07e5ac7c6d574fd4a9bf.jpg 640w, https://64.media.tumblr.com/677e86a66080c9cae21379237d7447d6/f023469ec516a2e3-4f/s1280x1920/065bb9aa11c9b066d9b19a8c421a3f861acd1df1.jpg 1200w" sizes="(max-width: 1200px) 100vw, 1200px"/&gt;&lt;/figure&gt;&lt;/div&gt;&lt;p&gt;By: RJ (&lt;a href="https://href.li/?http://twitter.com/rga_02"&gt;@rga_02&lt;/a&gt;)&lt;/p&gt;&lt;p&gt;Sony Interactive Entertainment’s CEO famously said, “Who would want to play [these old games]?” — well in a few months, those who own a PlayStation 3, Portable, or Vita won’t be able to purchase those “old games.” Sony &lt;a href="https://href.li/?https://www.playstation.com/en-gb/support/important-notice/"&gt;recently&lt;/a&gt; announced that the storefront for those three consoles will be shutting down in the summer. You can still download the content you own, but you can’t buy anything.&lt;/p&gt;&lt;p&gt;So here are some PlayStation 3 games you should consider buying before the store shuts down. You can get some of these games physically if you prefer that route, but with the rise of YouTube gamers, prepare to pay a pretty penny for them.&lt;/p&gt;&lt;!-- more --&gt;&lt;p&gt;&lt;b&gt;Persona 4 Arena/Persona 4 Arena Ultimax&lt;/b&gt;&lt;/p&gt;&lt;div class="npf_row"&gt;&lt;figure class="tmblr-full" data-orig-height="281" data-orig-width="500"&gt;&lt;img src="https://64.media.tumblr.com/3a684ab3de1d1d19ef67b7fcff695869/f023469ec516a2e3-df/s640x960/f1b248c320266ac0fd0748fe97221b7581618ae3.jpg" data-orig-height="281" data-orig-width="500" srcset="https://64.media.tumblr.com/3a684ab3de1d1d19ef67b7fcff695869/f023469ec516a2e3-df/s75x75_c1/f641451b38304c65a10129ce7d5bed6d6d451cb3.jpg 75w, https://64.media.tumblr.com/3a684ab3de1d1d19ef67b7fcff695869/f023469ec516a2e3-df/s100x200/9cf215623bfcf129f7f27113c904c7a5147a3375.jpg 100w, https://64.media.tumblr.com/3a684ab3de1d1d19ef67b7fcff695869/f023469ec516a2e3-df/s250x400/0bc403def853e98a98994112e11cf7ca93ad572e.jpg 250w, https://64.media.tumblr.com/3a684ab3de1d1d19ef67b7fcff695869/f023469ec516a2e3-df/s400x600/1ae2ffe9b03c86fc9e1411de05d5564f2975cdd5.jpg 400w, https://64.media.tumblr.com/3a684ab3de1d1d19ef67b7fcff695869/f023469ec516a2e3-df/s500x750/65755b7f9091ae955e1f31e66348423f82e360b9.jpg 500w" sizes="(max-width: 500px) 100vw, 500px"/&gt;&lt;/figure&gt;&lt;/div&gt;&lt;p&gt;If you ever wanted to play a Persona game but don&amp;rsquo;t want to invest hours of your life, then look no further. &lt;i&gt;P4A&lt;/i&gt;, &lt;i&gt;P4AU&lt;/i&gt; escape from their RPG roots and enter into the world of fighting games.  However, don&amp;rsquo;t be intimidated by the mechanics. Unlike a lot of fighting games out there, these two games are really straightforward. Heck, you can even progress through the game by just using one button if you really want to.&lt;/p&gt;&lt;p&gt;The game also boasts a wonderful sprite art style and has one of the most straightforward and coherent storylines found in a &lt;i&gt;Persona&lt;/i&gt; title.&lt;/p&gt;&lt;p&gt;[You also can get this game physically and on the Xbox 360.]&lt;/p&gt;&lt;p&gt;&lt;b&gt;Drakengard 3 (Drag-on-Dragoon 3)&lt;/b&gt;&lt;/p&gt;&lt;div class="npf_row"&gt;&lt;figure class="tmblr-full" data-orig-height="280" data-orig-width="500"&gt;&lt;img src="https://64.media.tumblr.com/e4e9eb0babedcc6181083916ca6ae1e0/f023469ec516a2e3-f2/s640x960/1294ff1c5fe11dd24d66d8bcf412f9b12aff2735.jpg" data-orig-height="280" data-orig-width="500" srcset="https://64.media.tumblr.com/e4e9eb0babedcc6181083916ca6ae1e0/f023469ec516a2e3-f2/s75x75_c1/bc03359a8a82595ed7eaa5c4bb837be935117050.jpg 75w, https://64.media.tumblr.com/e4e9eb0babedcc6181083916ca6ae1e0/f023469ec516a2e3-f2/s100x200/f0da948e9ce9289c155205dc7817a2725d4de049.jpg 100w, https://64.media.tumblr.com/e4e9eb0babedcc6181083916ca6ae1e0/f023469ec516a2e3-f2/s250x400/74544972a2b16d47f1d0c224d21cdc906c190ccc.jpg 250w, https://64.media.tumblr.com/e4e9eb0babedcc6181083916ca6ae1e0/f023469ec516a2e3-f2/s400x600/51cc3811e329ea940387f03f78671b544c38a29f.jpg 400w, https://64.media.tumblr.com/e4e9eb0babedcc6181083916ca6ae1e0/f023469ec516a2e3-f2/s500x750/bdefa394ef1936525b50aef260bcc723aa3fea80.jpg 500w" sizes="(max-width: 500px) 100vw, 500px"/&gt;&lt;/figure&gt;&lt;/div&gt;&lt;p&gt;Despite what the internet would lead to you believe, this isn&amp;rsquo;t a thought-provoking game by Yoko Taro. (If we are being truthful here, the only thought-provoking game he worked on was &lt;i&gt;Time Crisis 2.&lt;/i&gt;)&lt;/p&gt;&lt;p&gt;This game is the opposite, &lt;i&gt;Drankengard 3&lt;/i&gt; is the very definition of mindless fun. Sure you have to weed through the sub-25-fps, PlayStation 2 textures, and dialog that wouldn&amp;rsquo;t even make it to fanfiction. But if you manage to overcome all of that, you will find yourself with a literal diamond in the rough. &lt;/p&gt;&lt;p&gt;The music is fantastic and once the combat system opens up, it is one of the best of the era.&lt;/p&gt;&lt;p&gt;However, in the end, this game is trash, but as you progress through the game you just have to see how to unfolds. It is sort of like combining a McChicken and a McDouble at McDonald&amp;rsquo;s. You know it isn&amp;rsquo;t healthy, but you just gotta do it.&lt;/p&gt;&lt;p&gt;[You also can get this game physically]&lt;/p&gt;&lt;p&gt;&lt;b&gt;Puppeteer&lt;/b&gt;&lt;/p&gt;&lt;div class="npf_row"&gt;&lt;figure class="tmblr-full" data-orig-height="279" data-orig-width="500"&gt;&lt;img src="https://64.media.tumblr.com/5e807e974b22d7615eed8fe9548b618e/f023469ec516a2e3-3d/s640x960/4c6c1d92b9de25e5280ffb03053189b7124859fb.jpg" data-orig-height="279" data-orig-width="500" srcset="https://64.media.tumblr.com/5e807e974b22d7615eed8fe9548b618e/f023469ec516a2e3-3d/s75x75_c1/c3b1198c0e19365f9f83ccfe219d5b558743e314.jpg 75w, https://64.media.tumblr.com/5e807e974b22d7615eed8fe9548b618e/f023469ec516a2e3-3d/s100x200/c1ded7ea2cd3f3897943948b53614cabbe008b96.jpg 100w, https://64.media.tumblr.com/5e807e974b22d7615eed8fe9548b618e/f023469ec516a2e3-3d/s250x400/52973fccaadc3b7c11610b9a04034430208826c3.jpg 250w, https://64.media.tumblr.com/5e807e974b22d7615eed8fe9548b618e/f023469ec516a2e3-3d/s400x600/5b5f409aac5c2effe35f70135a5ab5226856f876.jpg 400w, https://64.media.tumblr.com/5e807e974b22d7615eed8fe9548b618e/f023469ec516a2e3-3d/s500x750/19addaf5e6f3eddab660f73ad16feb23316d378b.jpg 500w" sizes="(max-width: 500px) 100vw, 500px"/&gt;&lt;/figure&gt;&lt;/div&gt;&lt;p&gt;&lt;i&gt;Puppeteer&lt;/i&gt; is one of those games that shows that Sony still has that &amp;ldquo;weird&amp;rdquo; side in them. I usually don&amp;rsquo;t care much for platformers, but this game made me think otherwise for a brief moment. &lt;/p&gt;&lt;p&gt;This is a bad comparison, but the game reminded me of Bunraku - if it were more interactive and outlandish. Like the art of Bunraku, &lt;i&gt;Puppeteer &lt;/i&gt;oozes with charm and imagination.  This is one of those games where you honestly can&amp;rsquo;t help but smile. &lt;/p&gt;&lt;p&gt;Another strength this game has is how accessible it is to anyone. Regardless of skill level, anyone can pick up and enjoy this game.&lt;/p&gt;&lt;p&gt;[You also can get this game physically]&lt;/p&gt;&lt;p&gt;&lt;b&gt;Yakuza: Dead Souls&lt;/b&gt;&lt;/p&gt;&lt;div class="npf_row"&gt;&lt;figure class="tmblr-full" data-orig-height="213" data-orig-width="500"&gt;&lt;img src="https://64.media.tumblr.com/186a5e428bd6925e881a91888508b195/f023469ec516a2e3-46/s640x960/00756f85843f5beb1ad1695e18a212a6eef95211.jpg" data-orig-height="213" data-orig-width="500" srcset="https://64.media.tumblr.com/186a5e428bd6925e881a91888508b195/f023469ec516a2e3-46/s75x75_c1/4d30787577941091ab7c300f827d67085c2379d1.jpg 75w, https://64.media.tumblr.com/186a5e428bd6925e881a91888508b195/f023469ec516a2e3-46/s100x200/a288701062c5c56a8802387e724ed30ee28b4cef.jpg 100w, https://64.media.tumblr.com/186a5e428bd6925e881a91888508b195/f023469ec516a2e3-46/s250x400/e43aeaea2712617f253ceddb1fdb0ac112e5b2fe.jpg 250w, https://64.media.tumblr.com/186a5e428bd6925e881a91888508b195/f023469ec516a2e3-46/s400x600/6dfd5079014630a31d5189df07b3a269cf6ec5e1.jpg 400w, https://64.media.tumblr.com/186a5e428bd6925e881a91888508b195/f023469ec516a2e3-46/s500x750/5a3584a23963f144e98abfdc62701460db03e296.jpg 500w" sizes="(max-width: 500px) 100vw, 500px"/&gt;&lt;/figure&gt;&lt;/div&gt;&lt;p&gt;While it may be the game that almost killed the franchise in the West, &lt;i&gt;Yakuza: Deal Souls &lt;/i&gt;is still worth checking out for the nonsense it provides. &lt;/p&gt;&lt;p&gt;Tell me what other game out there allows you to sing karaoke then go to a host club to recruit a hostess to kill the undead with you? &lt;/p&gt;&lt;p&gt;I&amp;rsquo;ll wait.&lt;/p&gt;&lt;p&gt;[You also can get this game physically]&lt;/p&gt;&lt;p&gt;&lt;b&gt;Resident Evil: The Umbrella Chronicles &lt;/b&gt;&lt;/p&gt;&lt;div class="npf_row"&gt;&lt;figure class="tmblr-full" data-orig-height="162" data-orig-width="500"&gt;&lt;img src="https://64.media.tumblr.com/f7d3fc0cba1425c1c5f5b869cb5cdd2c/f023469ec516a2e3-6e/s640x960/5f90d1116654958462049be44720541c77014753.png" data-orig-height="162" data-orig-width="500" srcset="https://64.media.tumblr.com/f7d3fc0cba1425c1c5f5b869cb5cdd2c/f023469ec516a2e3-6e/s75x75_c1/3e7bc52b80dfe5252dba960dc0d3d03675f14c9a.png 75w, https://64.media.tumblr.com/f7d3fc0cba1425c1c5f5b869cb5cdd2c/f023469ec516a2e3-6e/s100x200/fe15982f23e81c253f701138a5b6adeaa0d88010.png 100w, https://64.media.tumblr.com/f7d3fc0cba1425c1c5f5b869cb5cdd2c/f023469ec516a2e3-6e/s250x400/a86e54990d1ef1d0d09a72da42b74c4eeabe6c25.png 250w, https://64.media.tumblr.com/f7d3fc0cba1425c1c5f5b869cb5cdd2c/f023469ec516a2e3-6e/s400x600/5348d0e0f05db53558a1050189ab28183428c4e9.png 400w, https://64.media.tumblr.com/f7d3fc0cba1425c1c5f5b869cb5cdd2c/f023469ec516a2e3-6e/s500x750/34724be6000ed457e0482a5315881898a78b2042.png 500w" sizes="(max-width: 500px) 100vw, 500px"/&gt;&lt;/figure&gt;&lt;/div&gt;&lt;p&gt;A lot of people brush off this game and it makes me sad. It is more than a &lt;i&gt;House of the Dead &lt;/i&gt;clone, it is a fully-fledged game. It is more than just your average on-rails arcade shooter. &lt;/p&gt;&lt;p&gt;There are a vast amount of weapons you can acquire and more than 20 levels to partake in. The bosses are challenging, but they aren&amp;rsquo;t cheap. Most importantly, the overall atmosphere of the game is still distinctly Resident Evil. &lt;/p&gt;&lt;p&gt;[You also can get this game on the Nintendo Wii]&lt;/p&gt;&lt;p&gt;&lt;br/&gt;&lt;/p&gt;&lt;p&gt;What PlayStation 3 games would you recommend checking out? Shoot us a tweet @clickblss. &lt;/p&gt;</description><link>https://clickbliss.net/post/647729338967523328</link><guid>https://clickbliss.net/post/647729338967523328</guid><pubDate>Tue, 06 Apr 2021 10:27:14 -0500</pubDate><category>video games</category><category>videogames</category><category>games</category><category>playstation3</category><category>psn</category><dc:creator>suppadoopa</dc:creator></item><item><title>Audiobliss 3(nd) impact Ep. 004</title><description>&lt;figure class="tmblr-full" data-orig-height="400" data-orig-width="400"&gt;&lt;img src="https://64.media.tumblr.com/995b28a58f3d7a0e314af26d43445bae/98339bcb547f646f-75/s540x810/d637f5c8860e5170533b3f0d9eefe040e54723fc.jpg" data-orig-height="400" data-orig-width="400"/&gt;&lt;/figure&gt;&lt;p&gt;

On today&amp;rsquo;s episode we review coffee coke, give our train game update moment, find out the secret process of how calories are measured, discover the Samurai Warriors horse derby crossover and talk about the SEQUEL TO LIFE??

&lt;br/&gt;&lt;/p&gt;&lt;p&gt;Follow us on &lt;a href="https://anchor.fm/audiobliss"&gt;Anchor &lt;/a&gt;and listen to the episode on &lt;a href="https://open.spotify.com/episode/2W1Zbar4jnp9zdqlURsB06?si=VjQ1j-ClSx69ytIiBbkLMw"&gt;Spotify&lt;/a&gt;.&lt;/p&gt;</description><link>https://clickbliss.net/post/642654152468660224</link><guid>https://clickbliss.net/post/642654152468660224</guid><pubDate>Tue, 09 Feb 2021 08:59:19 -0600</pubDate><category>podcasts</category><category>podcast</category><dc:creator>suppadoopa</dc:creator></item></channel></rss>
