Posts mit dem Label 08. Spiele-Reviews werden angezeigt. Alle Posts anzeigen
Posts mit dem Label 08. Spiele-Reviews werden angezeigt. Alle Posts anzeigen

Sonntag, 13. September 2020

Let's Play 'Theia - The Crimson Eclipse' (2019) von LolloRocketDiver - Hauptbeitrag

 

Let's Play 'Theia The Crimson Eclipse' (2019) von LolloRocketDiver

 

 

Status des Let's Plays: Laufend

Veröffentlichung Vollversion: 2019
Ersteller: LolloRocketDiver,
Supersebbl(Übersetzung)
Genre: Adventure, Sci-fi, Fantasy
Spielzeit: 40 Stunden
System: PC
Webseite:
http://www.theiarpg.com/
https://rpgmaker.net/games/8562/

 

 

Das von Kritikern und Fans gleichermaßen gefeierte, deutsche Pixel-RPG vom Ersteller des RPG Maker-Klassikers 'Velsarbor' verspricht, ein langes und episches LP zu werden!

 

 

Viel Spaß mit Theia wünscht euer

 

- Yoraiko

 

Mittwoch, 9. September 2020

[Walkthrough] Last of Us 2 - 'And Im tired of all the bulshit!' [4/5]




 This is the fourth part of a walkthrough containing my honest thoughts about the Last of Us 2, you can find the other parts here. I'm almost done with the game, and I recorded a german podcast about my thoughts. In this part of the walkthrough, I will summarize these thoughts again. 




Disclaimer: 

I'm at the scene where the two female main characters and antagonists meet each other after the change of perspective and are about to fight. I will spoil everything up to that scene, so please refrain from reading if you might be bothered by that. Thank you! 

 

See all my taken screenshots here:

 https://postimg.cc/gallery/56wHhp1

 

 

There are mainly three big parts I have to lose a few or not so few words about this time:


1. The incredible creativity and diversity in gameplay and leveldesign in TLOU2


2. Haven and how it is the strongest section of the PS4-generation

 

3. Abby's perspective, the core and the clou of the game, the farce of a story 

 

 If I have to write a short pre-conclusion, I'd say that I deeply and genuinely respect the enourmous amounts that went into the creativity and diversity of the gameplay and the surroundings of part 2, which is in these categories a so much better game than the first part could have ever been. I deeply enjoyed big sections of the gameplay. However, and that is the most important aspect for a LOU-game, the storytelling is a pure mess, an absolute insolence, blatant manipulation-attempt and an obvious fail. There is anger, frustration and condemnation for the designchoices made where I am right now, and all of this makes the whole game fall apart, unfortunately. But let's go a bit through my impressions chronologically. 


 

 

 - Abby's three days in Seattle are extremely, enourmoesly creative, they are a BIG jump compared to the gameplay-sections of Ellie, whose gameplay was quite similar to Part 1. Part 1 of Last of Us had an incomparable intense story and masterful characters, but widely lacked in gameplay as many players and fans agreed. It was monotonous, if decent for the most part. Ellies TLOU2-parts were exactly that, just slightly better. Abby's parts however were the new LOU, the creativity, the joy of a reimagined PS4-sequel. Shame they were with, well..... Abby.

 

We had uncharted-carchases, crooked ruined houses in which you had to move and fight on literally different levels, we had this rainy stormy night with an infected-hunt through the black woods which was incredibly intense, we had the genius and for this world completely REASONABLE sky bridges, we had this almost bladerunner-esque hotel which was rotten and open so you could see hundreds of meters down, up and to every direction. We had this small ship which felt like a thriller with the notes, we had a resident evil bossfight and a cool sniper-section. Really, there was so much love and effort in all those hours you HAVE to respect. I do, and I enjyoed them. I just would have enjoyed them more without a waste of oxygen as my playable character.


- The resient Evil bossmonster was a strange addition of the LOU-universe. It was decently build up in the first contact breakout-station and was thrilling to fight, but you can't help but wonder if we'll move towards Dead Space now. What's next, a flying alien infected? This creature was unexpected and greatly executed, but I strongly hope it stays the only one of its kind. Risky add from NaughtyDog in its grounded zombie-universe. 

Best part of it was, of ocurse, letting Abby getting killed a dozen times. Or two dozen, maybe.  





2. Haven

- From the very beginning, we as players are teased and informed that there will be this huge conflict and fight at the scar island, Haven. There was absolutely no doubt the climax of the game would take place there. But god, was it a motherloving, epical, breath-taking, awesome, intense climax. 


Haven as the whole module was astonishing, completely insane in the most positive manner, alone for this one or thwo hours the purchase of the game was WORTH IT. This was easily the most intense section of the whole game, the best one too in my opinion. No, I would even go as far as to say the climax of Haven was the best sequence of the whole PS4-generation. Dramaturgical, optical, technical, atmosphärical it beats EVERYTHING we have so far on the current generation, nothing comes even close, not even games like witcher, and I undoubtly love the Witcher.

Wow. Just wow. 


The tension is already set when we see the boats of the wolves attacking in the distance as we realize the great battle of Haven will happen RIGHT NOW and everything here will fall apart in a matter of minutes. The pressure is real.

 

Aside from the action, I strongly appreciate the medieval culture and living style of the scars which is, again, completely reasonable in a dead world where electriciy isn't available anymore. The calmer sections of the island felt like a vikings game, it was just so authentically crafted. What NaughtyDog achieved with the whole island is what they failed at miserably with Abby: To make the scars empathetic to an extend, to make me understand their way of living and to make me realize they're not all bad and evil. 

 

- It was then a great dramaturcigal twist that Abby had to start fighting her OWN people AND all scars, letting everything around us decend into absolute chaos even faster.  Then we're riding into literal hell and the thoroughbred hollywood-sequence starts. There are huge amounts of adrenaline as everything around us burns, everywhere there are fights, screams, destruction, the graphics are stunning even on my regular PS4, and there if pity for both sides.

Then at the end, you see the burning-down island from the distance and I couldn't help but think how incredibly tragic all of this is. Wolves and Scars were both insane fucks, but damn, those fractions had the whole america to them, they could have moved away from each other but instead they decided to burn each other down to the ground and get annihilated in the process. One can think about the Scars what one pleases, but in a few decades they really ACHIEVED something with their island, a working society, and its all lost and destroyed in a matter of minutes. Its tragic, really.


Yara's dead was a pity. For about two minutes. 



This Story-Climax was NUTS, and one HAS to respect and appreciate that. If anyone denies the effort and technical greatness connected to Haven, he makes a fool or a blind hater of himself. I really loved Haven, and the only sour point of it is THAT I HAD TO PLAY IT WITH ABBY. I had to play it with a character I DO NOT CARE FOR IN THE SLIGHTEST. If she dies, if she lives - who cares? I would have loved to play Ellie on Haven much, much more, just as I would have prefered playing all of Abbys parts with her. Which brings us to the last section of my thoughts.


Last of Us 2 is in my humble opinion the best game of the ps4-generation in terms of graphics, gameplay and atmosphere. It could have been again the best game of the generation as LOU was for the PS3, but it isn't, because of Abby and the design-choices surrounding her.




3. An abbysolute desaster of a story


There is but one message NaughtyDog is able to give us with the second part of their popular mega-franchise, one message that we already learned at the kids-channel when we were five:

"ReVeNgE Is BaD kIdS HaNdS oFf FrOm ThE ReVeNgE KiDs!

 

Thank you, Naughty Dog. You can go fuck yourselve now. 


The WHOLE three days with Abby, the change of perspective, was, as EXPECTED by me at the first second, COMPLETELY POINTLESS and changed absolutely NOTHING. Abby is a mere waste of oxygen, she's the literal evil, the worst Abbyny, I dont feel with her one bit no matter how hard NaughtyDog tries - and jesus, do they try.


This design-choice with the three days, the twins and all is one of the most blatant, insolent and dumbest manipulation-attempt I ever experienced in a video game and the only satisfying aspect about it is that it DOESN'T FREAKING WORK.


Yes, Abby is also just a human being who isn't all evil and tried to do the right thing, but above every good deed she does and every funny joke she has with Owen floats the fact that she unnecessarily tortured and killed Joel with a fucking golf bat and is generally an egomanic hate driven asshole.

What Joel did was - so to speak - to save his child, it was murder out of panic and desperation and because they wouldn't let Ellie go, but ABBY went agains all advice and reason of the people around her, chased Joel who just saved her ass minutes ago down and killed him in front of Ellie. She DESERVES everything Ellie did to her, she deserves every single one of her dead friends and by god does she deserve twelve bullets right into her ugly face.

I understand that Abby wants to revenge her father, and I understand that Im biased because I grant Ellie her vengeance more than Abby, but the last of us is the story of ELLIE, she is the protagonist I love and I want to allow myself to cheer for her and not for Abby. Fuck Abby.


This game was a rough diamond in the making until Abby decided to sharp it herself destroyed it with her hulk-smash.


The entire and only function of the twins were TO PRODUCE EVEN MORE SYMPATHY FOR ABBY. THEY HAD LITERALLY NO OTHER REASON TO BE IN THE STORY THAN TO MAKE YOU FEEL BETTER WITH HER CHARACTER. They're okay as characters but the problem is that they're pure plot tools which is the peak of NaughtyDogs insolent manipulation-attempt. The fact that you spend a good portion of the three days fetching stuff so Abby can help those twins is ridiculous and almost impertinent.


But that wasn't enough. Neil Druckman wasn't satisfied with a LGBT-bookstore, a (great!) lesbian protagonists couple, a muscular and masculine antagonist and an anti-revenge-message.

Of COURSE we had to throw in a transsexual scarkid which gets chased by a killersociety because it came out. 



Holy mushroomlicking crap. 

 

 

I would love to imagine an even flatter, misplaced and blatant statement in a zombie-end time-game, but I can't. It wasn't enough to make Lev a girl who is about to get married to an elder and isn't happy with that, no, we actually had to throw in Lev being trans and thereby being condemned by society. GET IT? Transphobia is BAD! THANK YOU, NEIL DRUCKMAN. Thats just what I needed in my LOU2. And the fact that nobody says it directly is supposed to make it subtle and smart? Oh for fucks sake!


We get it, Neil, Naughtydog. You're all-tolerant. I'm too, really. But there are things and elements and (good) political statements which should only very, very subtle and carefully brought into a story-driven zombiegame. If you HAVE to get your anti-transphobia-message in there Neil, then DO IT SUBTLE. At this point I'm afraid I have to support all the accusations against Headwriter Neil Druckmann that he abused his position as director of th game to force his political views into the story. I support those views and its okay to implement some of them in your game because we're all just humans and its okay to add something of ourselves in the stuff we make - BUT NOT IN A RIDICULOUS CHILDLISH MANNER LIKE THIS PLEASE.

It worked with Ellie and Dina, didn't it? And this relationship is wonderful. So you ARE capable of doing this the smart way, arent't you?





The absolute biblic low, however, is the climax of the three days: We are actually, unjokingly, seriously forced to PLAY ABBY and HUNT DOWN Ellie. I couldn't believe they did this, without a choice. This was the point I threw away my controller and refused continue playing. I will, eventually, but not so soon. This choice is inexcusable and spits in every single face of every single player of the first part. Forcing us to play a piece of shit character we hate, do fight the protagonist we all love and support to make a revenge-statement. What a complete mess.


To think that we had quotes like this one before the release:




"This game is still about the story of Joel and Ellie" 


 
Uh-hu.









Last of Us 2 fell apart with its second half. The story is a mess and the whole Abby-aspect is the cancer of this game that could have been a masterpiece. Again. However, my hate for big aspects of Part 2 doesn't completely blind me: The gameplay is superior, the graphics are amazing, the diversity in the levedesign is nothing short of marvelous. To say this game is a complete piece of trash, worthless or, frankly, not at least decent in terms of gameplay is ridiculous and truly nothing but blind hate. You know exactly which community I mean and if you're part of it. Still, right now I'm strongly with you that this game isn't what it should be and that it wrecked a lot what was build up in the first 20 hours. 




I'm just scared how it will all end. 

 

 

 

Can it become even worse?

 


 

 

 

Samstag, 5. September 2020

Hotline Miami Review - 'Do you like hurting other people?' [English]

 

I have to go. There was another call, there is no escape. A new mission, a new level, a new drill. Select the mask, put doubts aside, close your eyes and pull through. Restart. The neon colors blind me. Restart. The electronic synthesizer soundtrack burns me. Restart. Sneak in. Restart. No. Storm in. Restart. No. You have to be faster. Restart. No. You have to be smarter. No. Restart. No. 

Kill them before they kill you. Room by room, house by house, level by level. The entire Russian mafia will fall, sooner or later. I'll get them all. To get revenge. Revenge for his murder. But does that matter? Does anything play a role in this story besides brutal, uncompromising violence? I have to choose my animal wisely, it gives me strength. Rasmus the owl. Restart. Tony the tiger. Restart. Ted the dog. Restart. I have to choose carefully. Again and again. Must try, must persevere. Restart. Stay tuned. Do not stop. Restart.

 


It's like a game. One brutal, psychedelic, fucked up game of chess. I only have one king. But they have so many pawns. Step by step, I have to take them off the field, but only one wrong step and my king falls. And so all success is gone. Restart. I am learning. Restart. I am becoming more experienced. Restart. As in a chess duel of the mind, I take an insight from every defeat for the next move. Step by step, I take their pawns out of the game, but increasingly learn not to lose my king. Restart. Two pawns fell, but I'm unlucky and a third finds me. Restart. Can I knock this door guard over there with one quick blow and then kill him? His comrade shoots me. Restart. Maybe I'll steal his gun first and- too slow. Restart. There is a way. There is a strategy. And I will find it through blood and sweat. I internalize the enemy constellation of this merciless chess field and in the end I maneuver myself through with an almost graceful slaughter, strengthened by dozens of defeats. There is no long delay between my attempts - no regrets, no waiting, no frustration. Restart, attack. Restart, attack. Restart, attack. Restart, attack. The colors, the hypnotic music and the never-ending loop of my attempts to crack the code send me into a frenzy. A rush of blood, a rush of puzzling - sometimes in vain. I fail dozens of times a minute. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart. Restart.

 


Do not give up. Restart. Persevere. Restart. No time for frustration. Restart. No time for anger. Restart. Don't thinkRestart. Act instinctively. Restart. Become an animal. Restart. Further. Restart. There are many ways to get there. I just have to find one, through D E T E R M I N A T I O N. And luck. Just one of the two is not enough. If I have mastered it through efforts to cross a room after hundreds of attempts, it is a small carelessness, a moment of greater deed, a kick of fate that one guard was hidden from me in the corner and is now shooting me. Just one hit and it was all in vain. Restart. Countless minutes have passed. But I will bring effort and luck together and turn the building into a graveyard. At long last. The vengeance must go on. 

  

Restart.







Hotline Miami is known to pretty much every video game enthusiast in the world - the indie top down shooter in the gaudy pixel neon 80s flair was released for the PC in 2012 and literally hit like a bomb. It was considered one of the hardest games of its time. And both critics and gamers agreed - this is legendary. 


I could never find any interest in it. As an extremely graphics-oriented person who can rarely get involved in optical experiments and art accidents, the deliberately backward mud graphics, which undoubtedly took a lot of getting used to, were an absolute no-go. Even the demanding shooter gameplay did not appeal to me, and since PC games were nothing more than a funny curiosity for me at that time, this hype passed me by like many others.


However, a few months ago I was able to get a large number of PS Vita games for very little money, and as luck would have it, one of them was Hotline Miami. Why not? I thought to myself and played in to see what was true about the notorious top dog in the pixel world. A crazy trip began.


I could hardly rationalize how I found the game in the first place or how unbearably ugly I found it before I had pressed the restart button until it almost fell off. Hotline Miami is a playful frenzy. The plot is roughly about our protagonist Jacket, who for some reason is systematically wiping out the Russian mafia. He keeps getting ominous calls that send him to his next place of action, visits a bearded friend before every murder attempt, has to deal with disturbing delusions and ultimately turns into an animal again and again - literally. 



The story doesn't matter, completely irrelevant, that's not what Hotline Miami is about. Of course, if you read in a little, connect points and, according to the fans, play the final second part, the result is a well thought-out and cool construct. But honestly? It just doesn't matter. The plot is banal and, as to be expected in a pixel amok shooter, secondary at best. And what was there of more memorable moments, I have regularly long since forgotten in the lengthy and sweaty gameplay sections in between.


The graphics are, in my opinion, quite terrible, albeit coherent and, after a while, with its anarchistic neon tones and accents of violence, to a certain extent appropriate. Above all, the grotesque face graphics of the main and secondary characters stand out negatively for me, which are certainly part of the intended style, but for me make up a good deal of the 'eccentricity' of Hotline Miami. The picture wobbles, collapses and flickers, everything smells of retro times.


The music. Nobody talks about Hotline Miami without talking about the soundtrack. The entire game is designed to be a frenzy. To catch the player in a spiral. None of this would work without the driving, hypnotic music, which breathes pure 80s vibe even more than the setting and the graphics. I mean, just listen to this



This music is your only companion on the hunt, your only comrade in the fight against the unfair levels, your only protection against the frustration that builds up in you after you have just died for the hundredth time in the first room of a level. The music pieces do not reset with your death, but persistently accompany the level until you have finally completed it. The soundtrack of Hotline Miami is certainly a matter of taste, but struck me as outstanding, although I'm not a fan of synth-electro. The mixture between the tapering sounds, the bloody-colored levels and your own high concentration just works too well. And damn it, the crowning glory of the entire soundtrack is this piece, which perfectly captures the tension, drama, and intransigence of the boss fight. Listen to it and let it work.

(Paragraph contains slight spoilers regarding the last boss fight. + Music)




After you have slaughtered through countless hours and hundreds of frustrated, dogged attempts through various levels and countless Mafia mobs, you are finally facing the last boss who seems to be responsible for everything. The big beast of the russian mafia. There is not much talk. You'll get to the point in a moment. Two panthers. They will tear you apart like cat food. Restart. Restart. Restart. But as you observe their behavior, you learn how to kill them. One, two, over. The music roars in your ears and you are happy about the fallen animals, when a quick blow from the female samurai bodyguard kills you and puts you back in front of the kittens. Restart. Again she kills you. How do you defeat her? Bit by bit, try after try, you rush through the room, the panthers, try to survive, try to find the weak point of the samurai. The music doesn't stop booming. There is no escape because you are not ready to give up. You find her weak point and the bodyguard falls. The music doesn't stop and you die from the boss himself. Restart. Go on. 


The gameplay is the essence we have to talk about in Hotline Miami. I have already described enough what it is roughly about - you are a pixel man who penetrates houses and kills guards who are standing and patrolling armed to the teeth room after room. Or bloodthirsty dogs. God, those damn bastards. Before you can go to the next floor Everyone has to die. And the opponents are not stupid, at least not completely - if you get caught in a murder, they will chase you. 


The important trick in the game are the animal masks - at the beginning of each level you choose an animal mask for you, which you unlock gradually and which give you special abilities such as faster running or increased invisibility. Overall, I didn't find this gameplay element all that important, as learning the levels is much more elementary than the lax auxiliary skills, but especially in more specific levels such as those with many dogs, skills like immunity to dogs can tip the scales.




You can kill opponents unarmed to get their weapons, or knock them out with an opening door if they are behind it. You can slice your way through levels with melee weapons or try to mow everything down with firearms - but be careful, they make noise and attract EVERY mafioso around like prostitutes in heat. 


My personal path After a few levels was always the same: grab melee weapon, kill opponents, hide behind a corner, repeat. Or quickly storm into a room and kill all opponents in it before they can react. I only used firearms when it was absolutely necessary, for example to lure opponents to me. Because, and this is absolutely one point of criticism of Hotline Miami, the firing mechanics are extremely unbalanced and only one of several points why the game is so 'difficult', downright unfair and disgustingly frustrating - while aiming with firearms is incredibly inaccurate for the player and works fiddly, so that you can shot twenty times at an attacking opponent without hitting even a single time, firing opponents DO NOT HAVE to aim at all - because the programming works differently for them. Enemy NPCs aren't programmed to turn around, find you, and then shoot. Instead, they turn around and shoot. That sounds similar, but there is a world of difference - 


While humans usually need a small moment to aim, especially if they are surprised, the opposing AI simply reads the position of the player on the map and fixates on it, so that a shot from armed opponents are always IMMEDIATELY when sighted and mostly hit - restart. Because of course you're dead after just one attack. Incredibly unfair and hair-raising. And one of the reasons why guns in Hotline Miami are only suitable for the very, very tough - taking two quick steps with a crowbar and beating everyone up is simply more effective. And quieter. 


The other is that the levels (of course) are getting more and more ridiculous and beastier. You will be thrown at very sophisticated and perfidious spatial and enemy constellations that simply cannot be defeated - unless you fail. Fifty times. A hundred times. The structure must become part of your flesh and blood. Of course, I'm primarily just talking about my experience here - many players are better than me. But not that many. 


Another big problem with the game balance is the fact that you can of course only see to a limited extent - but not your opponents. And so it happens over and over and over again that an armed opponent shoots you at the end of the room or a hallway, outside of your field of vision, and everything is gone. If that happens at the beginning of a level, whatever. If it happens at the end, after 30 opponents, you will see red. 





The natural way with which your deaths are integrated into the game are both a blessing and a curse - the main reason and the great stroke of genius by developer Damnation Games is actually a simple but often underestimated trick - your death does not mean waiting. No annoying YOU DIED screen, no music change, no loading time, it continues immediately. You barely have time to get angry. Build up frustration. Because you throw yourselves back in immediately, keep fighting, keep on gnawing. Restart. 


The perceived disadvantage of this fluid gameplay, however, is that the opponents insolently erase you out of life fluently, a small knife stab there, a fixed head shot here, and that sometimes thirty times in a row in the same place. At times you want to roar and curse inside and out. When you get stuck and simply do not let yourself out of the game because how it works and the opponents, in what feels like smugness, take pleasure in squashing you like an annoying fly. But at some point you have cracked the individual code of a level and also get the necessary bit of luck on top of that. The gameplay is like a chess game, as I have already mentioned above - you have to maneuver yourselves room by room as if with chess pieces and plan how to throw off this and that piece, but also always include how the pieces behind them, next to them or nearby react to it so that you are not getting checkmated by them. Certain weapons usually beat certain other weapons - long guns are more effective than short ones, without a gun you cannot kill dogs, which in turn are too fast for slow firearms, thicker opponents are immune to melee weapons, and so on and so forth. It takes more planning, puzzling and thinking in Hotline Miami than you might think. At least if you're just very, very bad at games like that like me.


The final boss fight (spoiler included in the paragraph) is a good example of the peculiar, strategic depth of the slaughtering fights: Actually, completely anti-climatically, it only consists of a few correct hits, with which you first have to kill two domestic panthers, a single hit that is enough to defeat the bodyguard of the boss and finally two more hits to end the fight. If done correctly, it takes a few seconds. But trying to figure out how to use the level build-up and start all over again after every restart, still the adrenaline-charged boss theme in your ear, pulls your nerves and ensures a worthy finale. A worthy, shitty, filthy finale.


   

 

 

 

 

Conclusion

 

 

I want to be completely honest again - Actually, this review should be a mere hate war in which I identify Hotline Miami as the unfair, sadistic and unjustly internationally celebrated indie filth as I saw it while gritting my teeth through the increasingly unfair and demanding levels. If you know me or if you follow my game reports a little, you quickly notice that I don't like difficult games too much - I tend to label them as unfair and unbalanced when I am not up to them. And so I wanted to denigrate Damnation Games right after playing through Hotline Miami after a few exhausting weeks because they believe that they had created something really great, but which is actually just excessive trash. 


And then the but. It happened again, which is a thorn in my hater's soul - the game, its soundtrack and its larger concept have seeped into me and caused another rethink. By the way one of the reasons why you shouldn't write a review emotionally loaded. Hotline Miami is - from my point of view - none of the cases that I wrongly described as unfair and unbearably difficult and nagging and pissing and random. It is all of that. But does it want to be different? Does it want to be 'fair'? Do games really always have to be fair? I don't know, but the intoxication and the demands that Hotline Miami subjected me to because I was SIMPLY! NOT! READY! TO! GIVE! UP! wanted countered my anger and resignation. The immediacy of death prevented me from throwing my Vita into a corner with a grunt - I was often on the verge of it, but the concentration was stronger. And the unwillingness to buy a new console. 


Hotline Miami has to put up with the accusation of having programmed many elements of the gameplay improperly, carelessly or deliberately in a poor manner. Especially later levels are just completely disproportionately difficult and limited in the possibilities of the player, so that at some point it really only depends on luck. The game is unfair and I hate it. But maybe it wants that. 


You just have to ask yourself if you want that. Because contrary to brands like Dark Souls, Undertale or Super Meatboy, Hotline Miami never gave me any fun. The brutal and rewarding feeling of happiness when mastering a seemingly impossible level or boss did not materialize. I was never happy to have mastered the challenge - I was just relieved that finally another level was behind me. Hotline Miami is never fun, at least that's my lasting impression. All it gives you in the end is the rush of your own intransigence. And the knowledge that you somehow beat it. If that's enough, throw the first stone and get the game. If you are looking for something even remotely fun or even fair and are not willing to spend many hours in small levels with little or no progress, you should stick with your Journey, League of Legends or Pokemon.


And yes, Hotline Miami 2 will probably end up with me sooner or later. I don't know exactly why. But I want that high again. 





7/10 bikers for Hotline Miami

-> Yoraiko likes playing you.

 

 

 

 

 

 

- Yoraiko

 

 

 


 

 

Montag, 31. August 2020

Let's Play 'Crosscode' (2018) von Radical Fish Games - Hauptbeitrag

 

Let's Play 'Crosscode' (2018) von 

Radical Fish Games

 

 

Status des Let's Plays: Laufend

Veröffentlichung Vollversion: 2018
Ersteller: Radical Fish Games
Genre: Adventure, Sci-fi, Isekai, Fantasy, Action, Rätsel 
Spielzeit: ?
System: PC

 

Das von Kritikern und Fans gleichermaßen gefeierte, deutsche Pixel-RPG vom Ersteller des RPG Maker-Klassikers 'Velsarbor' verspricht, ein langes und episches LP zu werden!

 

 

Viel Spaß mit Crosscode wünscht euer

 

- Yoraiko 

 

Let's Play 'Böse Nachbarn' (2003) von JoWoodGames - Hauptbeitrag

 

 

 

 

 

Status des Let's Plays: Abgeschlossen

Erstellungsjahr: 2003
Ersteller: JoWoodGames
Genre: Comedy, Rätselspiel, Point & Click
Spielzeit: Offen
System: PC

 

In diesem vierteiligen Kurz-LP besuche ich ein Retrospiel meiner Kindheit und stelle im Laufe der Parts fest, dass es trotz dem selben Charme alt und hässlich geworden ist - so wie ich. Aber Nostalgie kann man nicht kritisieren - dieses Spiel jedoch schon. Das Urteil überlasse ich euch.

 

 

 

Viel Spaß mit Böse Nachbarn wünscht euer

 

- Yoraiko

 

 

Samstag, 29. August 2020

Retro-Review: Pokemon Smaragd - Noch immer Gold wert

 


 

Wenn es unter Pokemon-Fans darum geht, die beste Edition herauszustellen, spalten sich sämtliche Gemüter, die vorher doch noch in solch seliger Einigeit zusammen das deutsche Pokemon-Intro gegröhlt haben. Nichts geht über die Anfänge, sagen die Einen, die Contentmonster Heartgold und Soulsiver die Anderen. Storyenthusiasten bekamen mit Schwarzweiß 1 und 2 ihren Höhepunkt in GAME FREAKS extrem durchwachsener, aber noch extremer erfolgreichen Spielereihe. Spiele, die um den Rang des besten Pokemontitels jedoch nicht ins Rennen geworfen werden sind alle 3D-Pokemon: SonneMond, XY, SchwertSchild. Was vielleicht daran liegen könnte, dass sie ganz fürchterliche Scheiße sind. 


Ganz hervorragende Pokemon-Nostalgie und definitiv einer der Alltime-Favoriten auf die beste Edition stellt Smaragd dar - die Erweiterungsedition zur dritten Generation, welche von vielen, einschließlich mir, als alles in allem stärkste Generation wahrgenommen wird, weil mit ihr die größte Anzahl neuer, guter Pokemon hinzukam, die Region großartig war, es allerhand nützliche Funktionen gab, interessante Charaktere und Antagonisten geschrieben wurden und es die letzte, wirklich gute 'alte' Edition darstellte. Die Remakes Omega Rubin und Alpha Saphir hatten definitiv ihre Existenzberechtigung, waren an und für sich starke Spiele, konnten jedoch aufgrund ihrer kack-kindlichen Optik, dem fehlenden Charme so wie der schändlich-gestrichenen Kampfzone nicht an die Wertigkeit des Originals anknüpfen.


Ob Smaragd nun wirklich die stärkste aller Generationen ist, bleibt ein Streitpunkt. Für mich haben die Remakes Heartgold und Soulsilver mit ihren für die gesamte Reihe bis heute einzigartien zwei Regionen, 16 Arenaleitern und doppelter Story nochmal einen kleinen Voprsprung vor Smaragd, welches seinerseits die komplexeste und interessanteste Region feilbietet - und das trotz ZU VIEL WASSER. 

 

Durch meine SNES Mini-Konsole hatte ich in den vergangenen Monaten die Chance, Pokemon Smaragd in grasgrüner Nostalgie das erste Mal seit sicherlich 10 Jahren durchzuspielen. Wie die Game Boy Advance-Edition gealtert ist, welche Stärken geblieben und welche gegangen sind, dazu im Folgenden ein paar Gedanken. 

 


Bioterrorismus und Götterkampf - Annäherung zur Ernsthaftigeit


Wodurch Pokemon Saphir, Rubin und letztendlich Smaragd vor allem zur damaligen Zeit enorm profitierten, war die viel ernstere Handlung, als es sie in der ersten oder zweiten Generation gab - auch wenn die Welt nicht mehr so lebensfeindlich war wie die von Blau, Rot und Gelb. Mit Team Magma und Aqua hatte man ernstzunehmende Bioterroristen, die ein sinnvolles und ehrlich-schlüssiges Ziel verfolgten - Na gut, nur Team Magma. Die wollten mithilfe des legendären Magma-Pokemons Groudon die Landmassen zum Leben erweitern. Und Team Aqua, äh... wollte noch mehr Wasser. Entsprechend waren auch die Outfits von Magma natürlich viel cooler und jedes Kind, das was auf sich hielt, kaufte Rubin statt Saphir. Meine Mutter schenkte mir Saphir. Danke, Mama. 

 


 

Gerade, wenn man sich die neueren Editionen ansieht, sind die feindlichen Teams nunmehr nur noch Karikaturen und Witzfiguren: Team FLAAAAARE oder Team Skull, yo! unternahmen nicht einmal den Versuch, irgendetwas zu tun, um ernstgenommen zu werden. Aqua und Magma aber, das waren Erwachsene mit Idealen, denen man sich als Trainer entgegenstellen musste, weil sie zu extrem in ihrem Vorgehen waren. 

 

Auch der Story-Climax, der mit dem Aufeinandertreffen der legendären Pokemon Kyogre und Groudon gipfelte, welche sich mitten in einer Stadt vor beiden Teams und Einwohnern eine Schlacht lieferten und dabei ganz HOENN ins Wetterchaos stürzten, war für die damalige Zeit und den Pokemonkosmos etwas vollkommen Neues: Solche Storysequenzen kannte man nicht, geschweige denn eine aufeinander aufbauende Dramaturgie mit Weltrettungs-Szenario. Das wirklich cool, und das ist auch heute noch schön anzusehen. Und allein die Kampfmusik der Legendären ist auf ewig in die Analen der Pokemon-Historie eingegangen. Ich bekomm allein bei dem Video oben wieder eine Gänsehaut.


Man näherte sich hier damals einer seriösen und durchdachten Handlung an, die es vorher nicht gab - Pokemon durfte jetzt ernster sein, durfte eine Dramaturgie haben. Wir als Kinder waren weggeblasen, und das ist einer der Gründe, warum sich Generation 3 so stark bei uns eingeprägt hat. Generation 2 war technisch noch sehr unausgereift, Generation 4 war vergessliche Mittelmäßigkeit. Und nach SchwarzWeiß2 waren GAME FREAKs inhaltliche Ansprüche an ihre Spiele tot, und jegliche Durchdachtheit auf alle Zeit vom Tisch. So ist es nicht übertrieben zu sagen, dass Smaragd was Story und Charaktere angeht auch heute noch zu dem Besten der Marke gehört.


Verstaubtes Spielgefühl, Radikale Ruhe


Spielerisch sieht es da schon etwas anders aus: Nostalgie überstrahlt eine Menge Schwächen, und gerade wenn man kürzlich einen moderneren, herausragenden Pokemon-Hack wie Reborn mit Speed-Funktion gespielt hat, fällt schmerzlich auf, wie unheimlich zäh und langsam Smaragd sich spielt. Die Kämpfe sind wirklich eine tiefenentspannte Angelegenheit, bei der auf Dauer Geduld gefragt ist. Vor dem abendlichen Einschlafen eignet sich Smaragd damit noch immer, für den kleinen Spaß zwischendurch eher nicht. Überhaupt ist das entspannte Gameplay der älteren Editionen heutzutage verloren gegangen: Zu beschwingter Musik durch hübsche Gegenden ziehen, Geheimbasen finden und einrichten, Höhlen erkunden und ein paar Items shoppen - Pokemon Smaragd trägt in sich einige Stärken des JRPG-Genres der SNES-Zeit, ohne dessen Schwächen aufzuweisen.


Der Schwierigkeitsgrad war bei Pokemon selten ein Thema, höchstens in Schwarzweiß(2) ist es dann und wann mal kniffliger geworden. Auch Smaragd bereitet hier so gut wie keine Probleme, was durchaus begrüßenswert ist, wenn man sich damit entspannen möchte. Sinnvolle und ausgefeilte Features wie der Kampffahnder, mit dem man Trainer und Arenaleiter immer wieder herausfordern konnte, sorgte neben anderen Kniffen für Langzeitmotivation, und wurde somit natürlich direkt in der nächsten Edition wieder rausgeschmissen. Logisch. Abgesehen vom eigenen Vater so wie dem erst letzten Arenaleiter und später Champion Wassili, einem meiner Lieblingscharaktere im Franchise, bekommen die Arenaleiter von HOENN zwar keine sonderliche Tiefe, durch ihre Profile im Kampffahnder und die Rückkämpfe entstehen aber mögenswerte NPCs, die sich stellenweise stark einprägen. Wassilli als künstlerischer Ästhet oder die Zwillinge Ben&Svenja sein hier genannt, ebenso wie der stahlcoole Troy.



Too much water - Die interessanteste Region von Pokemon



HOENN - das Land, in dem Smaragd spielt - ist meines Erachtens noch knapp vor JOHTO und KANTO in SS und HG die komplexeste Region aller Pokemonteile. Ja, dass das Gebiet dieses Landes zu 30 % aus Wasser besteht, womit man ständig von Tentachas angegriffen wird, wenn man sich nicht schützt, ist eine sehr unglückliche Design-Entscheidung. Umso überraschender ist es, wie Smaragd selbst mit den verbleibenden 2/3 seiner Landmassen die meisten anderen Spielregionen in die Tasche steckt. Unvergessliche Routen wie der verregnete, urwaldartige Weg nach Baumhausden-City oder die Aschefelder um den Vulkan HOENNS herum prägen das abwechslungsreiche Bild der Spielumgebung und sorgen mit ihren vielen Geheimnissen, versteckten Ecken und Details dafür, dass man sie gerne immer wieder besucht.


Die Geheimbasen waren das wohl spaßreichste und kreativste Feature der gesamten Pokemonreihe, das unverständlicherweise außer für die Remakes niemals wieder zurückgehrt ist. Wie konkurrenzlos viel Freude hat es mir damals bereitet, die tiefsten und verborgensten Ecken der Region nach der am besten verstektesten Basis zu durchsuchen, die ich dann wie meinen eigenen, kleinen Palast einrichten konnte? In meinem erneuten Durchlauf habe ich hier nicht mehr so viel Zeit versenkt, aber HOENN als Spielregion macht einfach Spaß - es gibt so viel zu entdecken und zu bewundern. Viele Orte, Städte oder Routen in Smaragd sind einfach schön, laden zum Verweilen ein und sollten für GAME FREAK mahnendes Beispiel sein, warum der Sprung auf eine reine 3D-Optik der größte Fehler war, den sie jemals begangen haben. Smaragd hat hier geglänzt, und womit es wahrscheinlich am hellsten und einzigartigsten geglänzt hat, war seine Kampfzone.


Die Kampfzone - Ein verlorener Spielplatz

 

 

Hatte man die Liga in Pokemon Smaragd besiegt, war das natürlich nicht das Ende - während die meisten Teile Pokemons als ultimative Herausforderung nur einen tristen und wenig motivierenden Kampfturm mit aufeinanderfolgenden 100er-Kämpfen bieten, ließ man sich für Smaragd etwas wirklich Spezielles einfallen: Die Kampfzone, eine Insel voll mit insgesamt sieben inhaltlich abwechslungsreichen Arenen, an deren Ende die Kampfkoryphäen standen, die schwersten Gegner im Spiel. Mal abgesehen davon, wie schön auch die Kampfzone geworden ist, habe ich hier sicherlich um die hundert Stunden zugebracht: Die schwülstig-schweren aber doch so motivierenden Herausforderungen, welche durch ihre Unterschiedlichkeit keine Langeweile aufkommen lassen, wussten den geneigten Vollblut-Trainer zu fesseln. Gerade perfide-durchdachte Spießroutenläufe wie die komplett glücksbasierte Kampfvipitis oder die dungeonartige Pyramide, bei der jeder unbedachte Schritt den sprichwörtlichen Tod bedeuten konnte, trieben mir als Kind regelmäßig den Angstschweiß auf die Stirn und waren die Herausforderungen, denen ich mich Stund um Stund mal mehr, mal weniger erfolgreich zusammen mit meinem liebevoll-trainierten Team stellte. Es war eine tolle Zeit. 

Unter dieser Ansicht versteht man gar nicht so recht, warum diese so wunderbare Kampfumgebung nie zurückgekehrt ist. Nun ja, in der vierten Generation gab es nochmals eine stark abgeschwächte, blase Version, an die sich keiner erinnert, aber sonst blieb es still um diese design-Idee. Letztendlich habe ich schon vor vielen Jahren aufgehört, GAME FREAKs schwachsinnige Denkvorgänge verstehen zu wollen, vermutlich ist es im Falle der zeitfressenden und komplex-programmierten Kampfzone aber wohl nur plumpe Faulheit. 

In meinem aktuellen Durchlauf habe ich zugegebenrmaßen nur kurz in die Kampfzone reingeschnuppert, weil die Kämpfe hier wirklich gnadenlos sind und starke, auf Level 100 trainierte, optimierte Pokemon voraussetzt. Und selbst dann dauern die Herausforderungen ewig - bis man eine Kampfkoryphäre überhaupt HERAUSFODERN darf, muss man eine Attraktion drei mal in Folge gewinnen. Unglaublich, wie viel Zeit man damals darin investiert hat. Man hatte eben nichts. 

Oder hatte man einfach etwas wirklich, wirklich gutes in Pokemon Smaragd...?


Eingeschränkt empfehlenswert

 

Wie so oft, wenn ich über alten Kram schreibe, funktioniert er über Nostalgie - Smaragd spielt, hört, fühlt, sieht sich nostalgisch an. Alles ist entschleunigt, stresslos und harmonisch. Die dritte Generation hat eine unheimlich hohe Anzahl kreativer, cooler und wunderschöner Pokemon, und ebenso beeindruckende Regionen und Städte, die für Pixel-Look-Fetischisten auch 2020 noch süß aussehen. Die wirklich langsamen und im späteren Verlauf zähen Kämpfe muss man abkönnen, wenn man das Spiel am PC spielt, gibt es dafür aber sicherlich auch MODs und CHEATs. Ich persönlich habe den wiederkehrenden Entspannungs-Durchlauf durch Smaragd genossen, denn im gegensatz zu seinen Vorgängern ist das Spiel gut gealtert und steht besser da als die Remakes. Gelb/Rot/Blau kann man sich heutzutage genau wie Gold/Silber/Kristall kaum noch antun. Die Story macht Spaß, und allein für die Geheimbasen und die exzellente Kampfzone bereitet ein erneuter Blick ins Lande Hoenn herzliche Freude. Seht noch mal rein. Ihr werdet es mögen. 


- Yoraiko