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google removed DDLC from the play store it seems. gay.

yet there is plenty of mobile adware slop and copyright infringement on there, great.

Silent Hill revival thoughts 

Finished my final playthrough of Silent Hill f. Got every ending. Didn't get 100% achievements due to some missing item pickups and my first run being on a pirated copy but this is good enough for me. Did it on Lost In The Fog difficulty with both puzzles and combat, though I had some help with the unlimited item stack and weapon durability mods just to decrease some of that friction for repeated playthroughs.

I still feel like the only person who actually understands and appreciates the game lol. Is this how Star Fox Command fans feel? :meru_lul:

I can't help it, I like the game. It can be a little ridiculous and it's not anything like a Silent Hill game but it still resonates with me. It is absolutely stuffed with its own lore and symbolism that is definitely Japanese in nature, and none of it has anything to do with Silent Hill. SH was specifically influenced by the modern-day west and SHf is the direct antithesis to that. If the game were completely detached from the franchise and were called something IN JAPANESE with an English translation (like Higurashi!), I think it would have been much better received. It wouldn't have sold as well, but that makes it feel all the more dirty.

Still, I'm not impressed at the Silent Hill revival as a whole. We had an absolute abomination of an interactive series with Ascension. The Short Message was gay and retarded, not to mention locked to PS5. Then there was Silent Hill 2 Remake which is decent but bloated and they changed stuff unnecessarily. Then there's SHf which is not really a Silent Hill game as much as it is just an interesting psychological horror game. Then there was the absolutely dreadful Return to Silent Hill movie that made me actually laugh several times.

I don't expect Townfall to break the trend. I thought SHf was going to be dreadful but I still gave it a chance, so I'm going to do the same for Townfall, but given that it's being marketed as a first person action game... my hopes aren't high. Also, I really am not a fan of the "Silent Hill Effect" or whatever the fuck it is that they're trying to do now and that does extend to SHf as well.

I think SH1 Remake is going to be okay. It's going to be different of course, but with how primitive that game is there is just so much more room for Bloober to change and improve things without fucking something up.

Honestly, after all of these projects are done, I think it's time to lay SH to rest and hopefully just get something new. We don't have to keep beating the dead horse.

Metal Eden Review (6.5/10) 

If you enjoy games like DOOM 2016 and Ghostrunner you'll probably like Metal Eden enough. If you can get it on sale I'd say it's a fun 6 hours. It seems very inspired by games in this kind of subgenre but it doesn't do any one thing better than said games. In zoomer lingo: the game's mid.

The gameplay is pretty standard. You've got shooting and platforming and neither are particularly deep. There's a skill system but none of the skills felt overly impactful. I didn't feel like much changed when I upgraded and when I got to that screen at a certain point I was just putting points into random skills instead of really trying to make a cool build. I can see the potential for some kind of style meter, where the higher it gets the more damage you do and stuff. It could be flavored differently of course but I feel like that would have really amplified the gameplay and made it more unique. There are weapon upgrades too but a lot of them seem kind of pointless as well. I very rarely used most of them.

The platforming doesn't evolve beyond wall running and using a grappling hook, and there aren't even any sequences where you have to be fast with it. Unlike Ghostrunner, there are invisible walls everywhere. There were so many times I saw something in the distance that looked like it could hold a secret so I would try to get there, but would be met with either an invisible wall or a chasm and THEN an invisible wall so I'd just die. I wish there was more freedom. The platforming can be a little bit clunky too, I fell a number of times due to weird wall detection and other times it would snap me into ledge grabs which was pretty jarring. Even fully upgraded movement doesn't do much for you... it feels like you have just about the same amount of mobility that you do in like, Black Ops 3. Maybe less.

I played on normal difficulty and it wasn't hard at all. The game has lives instead of checkpoints, and by the end of the game I had 12. When you lose all your health (and armor, both of which have pickups littered across the level which respawn with time), you use up a life and recover your health right there on the spot. I'm sure the game would be more unforgiving at harder difficulties, but for a normal playthrough I did find it a bit too easy. That isn't helped by the bad enemy AI, which can't go through doors, can't follow you around corners, and will be completely clueless of your whereabouts if you're too far away. The game has several points where it gives you a long corridor with lots of enemies at the end of it so I would just sit there shooting at them with the unlimited ammo auto-pistol. It took longer, and it was cheesy, but the opportunity presented itself.

It's weird because there are moments like that, but also plenty of moments where the game will lock you in an arena and you have to battle waves of enemies before you can get out. Sometimes it will spawn enemies close to you while you're in exploration mode too, so I don't understand why those cheesier moments existed to begin with.

The graphics seem cool on the surface but the lighting has some serious issues. This game could have 100% gotten away with old fashioned rasterized lighting because none of the light sources are dynamic in any way, shape, or form, but it doesn't seem like that is the case. All the lights have this weird fizzle to them and that makes everything kind of wobble on closer inspection. If you stand still and look at your gun, it looks like it is boiling or being affected by severe water caustics. I can't really show it on video because the effect is a bitrate killer. The lighting was really distracting and it took me out of the experience a lot. You don't notice it in combat because you've got other things to focus on, but when you're walking around it is very visible and it sucks to look at.

Music was alright, there were some moments where I was like "ah yeah this is cool!" but for the most part it seemed lightly generic. The story was really hard to follow... I think I get the gist of it but I still don't know EXACTLY what went on. I would have actually appreciated some logs that explained more because it feels like just the two dudes who talk to you throughout the game don't explain a whole hell of a lot. The initial premise is cool but everything after that I'm like... okay so why are we doing this exactly? What happened?

Also, as a heads up, the game does use some AI-voiced dialogue. It's a robot character with only a handful of lines so I don't really care, it fit in well enough and the studio is obviously pretty small.

Again, if you like these kinds of games, I still think you'll like this one. It just isn't amazing or anything. I think I ended up paying like $17 for it or something like that, I think that's just fine. I enjoyed playing it I guess, but there was a lot missing from it that I've seen done way better elsewhere.

Pragmata download size on PS5 is just under 34 GB. In comparison, RE9 was over 75 GB. Are we expecting a much shorter game do you think, or just a much more linear one with a lot of similar assets?

I'm still excited for the game nonetheless, April 17th!

Just watched this video on another Ocarina of Time remake some YouTuber is doing. It looks nice, but it seems like he's going all in on being "faithful" to the original and using the concept art to make his models and such... then he completely ruins that faithfulness with the cel-shaded lighting. Like dude, don't talk shit on the "Unreal remakes" for not looking faithful enough when yours looks like this. There are models that are not faithful to the original ones whatsoever as well, such as the trees in Hyrule being of a completely different type.

It does look like he's going with the kind of "spirit" of the original perhaps, but I do think that Ocarina of Time really deserves a more realistic and stark approach to its graphics. Maybe not to the degree of over-embellishment like CryZenX's remake for instance, and I think I would rather play this one in the hypothetical choice between the two, but still. My ideal would be something like Twilight Princess without the bloom or that Wii U tech demo from E3 forever ago.

youtube.com/watch?v=kb9Y5VXuqx

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