Smythe
  • Buddy Simulator 1984

    7 hours playtime

    22 of 30 achievements

  • Nuclear Blaze

    4 hours playtime

    20 of 20 achievements

  • Narita Boy

    11 hours playtime

    34 of 34 achievements

  • Mayhem in Single Valley

    7 hours playtime

    34 of 40 achievements

  • Celeste

    70 hours playtime

    28 of 32 achievements

October

A more successful month, 5 games assassinated and 2 of them completed! Whoop!

A few days before the end of the month as I’ve just finished Narita Boy and I don’t want to forget to upload this. I’ve been pretty slack in recent months.

Aside from gaming, not much going on. Kind of surviving rather than living life to the fullest. Just going through the motions at work, gaming and doing stuff locally on my days off. I’m looking into a trip back to the UK now that Corona restrictions are pretty much lifted in Japan (pretty slow compared to other countries) but the flight prices are putting me off a bit. It’ll probably be next Summer.

Steam

Backlog Additions

I finally took control of the buying and just got one game this month - Dying Light Enhanced Edition. Pretty difficult to get a good deal on a version of this that runs in Japan, but took the plunge. I’m sure it will sit unplayed for a few months and will be free somewhere before I get to it!


devonrv

Part of what makes Celeste “hard” is that, instead of the levels getting more difficult, the checkpoints get further apart. This means dying to a later part forces you to redo earlier, equally-challenging parts, even though you’ve already proven you can get past them, which ultimately just increases the chance you’ll accidentally mess up on the easier parts while in a frustrated haze trying to get back to the later segments. What especially kills me is that the guy who made Celeste did a GDC speech where he portrayed this as a good thing! Like, NO, SHUT UP, you shouldn’t be allowed to use your influence as a breakout indie dev to make other platformers worse!

So yeah, don’t feel too bad about your bloated playtime; it’s not entirely your fault (seriously, I bet your playtime would be cut in half if the game had decent checkpoint placement). I’d say not to let it color your preconception of other challenge-focused platformers, but I’ve already seen its nefarious influence in other games I’ve played, so I really can’t blame you.

devonrv

I should probably clarify: I’m not saying Celeste is a bad game, just that its checkpoint placement doesn’t do the game any favors.

Smythe

Yeah, some of those hours were times when I got past a certain point in a level but knew if I turned the game off I’d have to do it again.
The difference between a mid-game, new screen save, and a reload section save, kind of thing. I’d leave the game on while I did something else so I could come back and start from the same point.

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