Today on Super Adventures, I'm getting back to Jade Empire for the second and final time. If you want to read part 1 CLICK HERE.
I'm still looking for a town with sidequests and a big problem I can solve, so I can get a good impression of what the game's actually like before I turn it off. Something like Knights of the Old Republic's Taris, or Mass Effect's Citadel... except smaller hopefully.
This means there will be some SPOILERS here for the first few hours of the game, but nothing too serious I expect.
Showing posts with label action rpg. Show all posts
Showing posts with label action rpg. Show all posts
Thursday, 13 July 2023
Jade Empire (Xbox) - Part 1
Developer: | BioWare | | | Release Date: | 2005 | | | Systems: | Xbox, PC, Mac, Android, iOS |
This week on Super Adventures, I'm checking out a game that I'm absolutely sure I've probably played before. I just can't remember doing it, or even how it plays exactly. I feel like I must have gotten past the tutorial and then ran around the starting area for a bit before turning it off.
I have to wonder what Jade Empire did to lose my interest so quickly as I can usually sink hours into a BioWare RPG. This was their 7th game, by the way, coming between Knights of the Old Republic and Mass Effect. It's what they were working on while Obsidian was making the considerably higher-rated KOTOR 2. Wait, is that actually true or am I just making a huge assumption there?
Okay, I've done the research and according to Metacritic, Jade Empire actually scored just a little bit better than KOTOR 2, on Xbox anyway. Jade Empire falls a bit behind on PC for some reason. I'd check their scores on PlayStation 2 and GameCube but they appear to have neglected to port the games to either system. Possibly because it came out in 2005, near the end of that console generation... or possibly because it was published by Microsoft.
Anyway, I know what BioWare games are like, so my plan is to keep playing long enough to find the first proper quest hub town and sort out their big crisis. Assuming that it even has towns. I'll be playing the original Xbox version, but I'll be running it on an Xbox One through the magic of backwards compatibility because it'll be easier to get video out of it that way. Plus it might even boost the framerate and resolution a bit.
Monday, 16 August 2021
Cat Quest (PC) - Guest Post
This week on Super Adventures, guest reviewer mecha-neko is playing a game about a cat! I'm as shocked about it as you are.
My gimmick for this Super Adventures this year is that I'm only playing games that have made it onto a top ten list, but mecha's not restricted by my self-imposed limitations, so he does what he wants. Though I went and found a top ten list with Cat Quest on it anyway! It's on MacRumour's Top 10 iOS Games Released in 2017, along with games like Fez, The Witness and The Binding of Isaac. So if you like those games, maybe it's worth reading about this one.
Hello everyone! It is August once again, which means it's time for a cat game! This time, the internet seems to have provided the cattest game of them all, Cat Quest!
We've got cute cats on the title screen, peppy music blasting out the speakers - everything's set for one colourful kitty caper!
Click the images to enlarge!
My gimmick for this Super Adventures this year is that I'm only playing games that have made it onto a top ten list, but mecha's not restricted by my self-imposed limitations, so he does what he wants. Though I went and found a top ten list with Cat Quest on it anyway! It's on MacRumour's Top 10 iOS Games Released in 2017, along with games like Fez, The Witness and The Binding of Isaac. So if you like those games, maybe it's worth reading about this one.
Developer: | The Gentlebros | | | Release Date: | 8th August 2017 | | | Systems: | Windows, Mac, iPhone |
Hello everyone! It is August once again, which means it's time for a cat game! This time, the internet seems to have provided the cattest game of them all, Cat Quest!
We've got cute cats on the title screen, peppy music blasting out the speakers - everything's set for one colourful kitty caper!
Click the images to enlarge!
Wednesday, 9 June 2021
Castlevania: Aria of Sorrow (GBA)
Developer: | Konami | | | Release Date: | 2003 | | | Systems: | Game Boy Advance |
This week on Super Adventures, I'm playing the 17th 2D Castlevania platformer, Aria of Sorrow!
My gimmick this year is that I'm playing games you can find in a top ten list, and this one can be found in Nintendo Power's 20th anniversary Best of the Best list (in the 'GBA' section). It actually made top three, with the other two games being Mario & Luigi: Superstar Saga and Metroid: Zero Mission. Hey I've played both of them already!
This was the last of three Castlevanias on the GBA, though the first to have a title beginning with 'A'. The series continued on the DS with a direct sequel called Dawn of Sorrow, which cleverly referenced both the 'D' and the 'S'. Sadly the adventures of Soma Cruz didn't get a second follow up on the 3DS, so we never got to see how they would've worked the number 3 into the title.
There'd been handheld Castlevania games for over a decade by this point, ever since Castlevania: The Adventure came out for the Game Boy in 1989, but whenever people talk about the classic 80s and 90s Castlevania titles they're generally talking about the console games. Something weird happened in 1999 though. Veteran game series were making the switch to polygons, with sequels like Super Mario 64, Ocarina of Time and Metal Gear Solid presenting a good argument for 2D being hopelessly archaic, and Castlevania was no exception. The thing is, Castlevania 64 was bloody terrible (I've been told), especially compared to Symphony of the Night from two years earlier. So when the 2D GBA games started mimicking Symphony's style and carrying on the 'music term of X' naming tradition started by Rondo of Blood, they were ones that came across like the true successors to the Castlevania franchise instead of the 3D games.
Anyway I'm going to play the first hour or so and write too many words about what happened. Plus there'll be screenshots! So many screenshots.
Tuesday, 22 October 2019
Indivisible (PC)
Developer: | Lab Zero | | | Release Date: | 2019 | | | Systems: | PC |
Hey, guess what I'm writing about on Super Adventures this week! Okay maybe the title screen makes it a little obvious, but I didn't see it coming. Here's a life hack: get amazing friends who'll occasionally drop a brand new game on you with no warning or explanation.
The least I could do in return was write about it, and I'm all about doing the least I can do, so here's my review of Indivisible, the latest game by the makers of Skullgirls. I don't know much about Skullgirls as I only play fighting games when I feel like mashing buttons and being humiliated, but I do know it's got some fancy cartoon animation so I'm coming into Indivisible with the preconception that it's going to look fairly pretty as well. I also know it's a bit of an action RPG inspired by Valkyrie Profile, but other that that I'm fairly clueless about it.
Thursday, 3 October 2019
Hybrid Heaven (N64)
Developer: | Konami Osaka | | | Release Date: | 1999 | | | Systems: | Nintendo 64 |
Super Adventures is back again! It's only going to be around for eight weeks before going back into hibernation over the winter, but I'm going to be writing about so many games. Like, maybe even eight of them.
First I'm playing an N64 game called Hybrid Heaven. It's one of those games that I've been meaning to check out for years, but it's finally completed the arduous climb to the top of my 'to play' list. It made it just in time as well, as it's the game's 20th anniversary this year, though that's true of a lot of N64 titles. In fact my half-assed research on Wikipedia tells me that about a third of the system's games came out during 1999. Then after 2000 the console dropped like a rock for some reason (PlayStation 2).
Hybrid Heaven wasn't exactly the N64's biggest hit, but I don't feel like it can be that obscure, at least not to people who owned the system. I think it's probably one of those games that lots of people have heard of but not necessarily played themselves. It's one of the few carts my family had for the console back in the day and I even I haven't played it, though my brother did spoil the twist for me.
The game was nice enough to give me two title screens to pick from for my screenshot up there, but I decided to go with the one with menu options on it instead of the one with the Twin Towers filling the screen... because it gives me an excuse to talk about the resolution!
A few N64 games offer a 'high resolution' option if you've got the Expansion Pak installed, which doubles the resolution to 640x480. Or at least that's what you'd expect it to do, but it was apparently more like 480x360 for most games (or even less in widescreen). Hybrid Heaven seems to be one of the few N64 games that actually does something close to proper 640x480... but I've heard that the frame rate's terrible in that mode so I'm going to leave it on standard definition.
Wednesday, 30 January 2019
Secret of Evermore (SNES)
Oh damn it's Super Adventures' 8th birthday today! I didn't write anything for the site all last year but I'm fairly sure those 12 months still count towards its age.
I gave writing about games a long rest because it became too much like work to me and I was so done with this site that I couldn't even get one post finished a week anymore, but I've managed to slowly regenerate my interest in playing games in the meantime thanks to my time off. In fact I've decided that the break I took worked out so well that I should take more breaks, more often. So this year I plan to take a two month break every two months!
Unfortunately this does mean that I have to give you two months of game articles each time or else I'm not actually taking a break from anything. So it is with deep regret that I inform you that Super Adventures is now back (for two months).
This week on Ray Hardgrit's resurrected Super Adventures in Gaming I'm playing Secret of Evermore, which I'm fairly sure isn't a spiritual successor to Secret of Monkey Island.
All I know about it is that it's an action RPG on the SNES by Squaresoft... made in America... with music from Jeremy "Elder Scrolls" Soule. So that's a bit unusual. This was actually the only game ever developed by a Square team in the US, which sounds like a bit of a warning sign but probably isn't. They briefly considered making a sequel to the game in fact, until it was decided that it was time to jump ship from the sinking SNES.
The US only got one more Square RPG on the SNES after this, Super Mario RPG, and us folks in Europe didn't even get that for some reason. Evermore was only the fourth Square RPG to ever get a release in PAL regions, after two Mystic Quests and Secret of Mana, and the next game we got was Final Fantasy VII on the PlayStation.
Okay I'm going to play the game for a couple of hours, write about what happened, then finish with a bit of a review at the end. Even though I've got no business reviewing a game I've only played a couple of hours of.
I gave writing about games a long rest because it became too much like work to me and I was so done with this site that I couldn't even get one post finished a week anymore, but I've managed to slowly regenerate my interest in playing games in the meantime thanks to my time off. In fact I've decided that the break I took worked out so well that I should take more breaks, more often. So this year I plan to take a two month break every two months!
Unfortunately this does mean that I have to give you two months of game articles each time or else I'm not actually taking a break from anything. So it is with deep regret that I inform you that Super Adventures is now back (for two months).
Developer: | Square | | | Release Date: | 1996 (1995 NA) | | | Systems: | SNES |
This week on Ray Hardgrit's resurrected Super Adventures in Gaming I'm playing Secret of Evermore, which I'm fairly sure isn't a spiritual successor to Secret of Monkey Island.
All I know about it is that it's an action RPG on the SNES by Squaresoft... made in America... with music from Jeremy "Elder Scrolls" Soule. So that's a bit unusual. This was actually the only game ever developed by a Square team in the US, which sounds like a bit of a warning sign but probably isn't. They briefly considered making a sequel to the game in fact, until it was decided that it was time to jump ship from the sinking SNES.
The US only got one more Square RPG on the SNES after this, Super Mario RPG, and us folks in Europe didn't even get that for some reason. Evermore was only the fourth Square RPG to ever get a release in PAL regions, after two Mystic Quests and Secret of Mana, and the next game we got was Final Fantasy VII on the PlayStation.
Okay I'm going to play the game for a couple of hours, write about what happened, then finish with a bit of a review at the end. Even though I've got no business reviewing a game I've only played a couple of hours of.
Wednesday, 4 October 2017
Secret of Mana (SNES)
Developer: | Square | | | Release Date: | 1994 (1993 JP/NA) | | | Systems: | SNES |
This month on Super Adventures, I'm finally getting around to the legendary Secret of Mana!
I'm running a few weeks late here so I'll get my internet-sourced trivia introduction text out of the way quickly so I can get to the game.
• That 'Nasir' you see on the title screen is Nasir Gebelli, the programmer of Final Fantasy I, II and III.
• Trying to figure out the game's exact relation to Final Fantasy IV and Chrono Trigger could drive you nuts.
• It started out as a project codenamed "Maru Island" before becoming a Seiken Densetsu sequel.
• It was planned for the SNES CD addon, but was drastically revised and cut down for a cartridge release.
• Many of the unused ideas from the CD version ended up in Chrono Trigger.
• The dialogue was cut back even further for the English translation due to space limitations.
• It's getting a 3D remake next year!
• It's one of the games on the Super NES Classic!
• I've never played it.
• Well actually I have, but it wasn't for long and I don't think I liked it much.
• All I remember is walking down a river and maybe visiting a town before getting bored.
• Trying to figure out the game's exact relation to Final Fantasy IV and Chrono Trigger could drive you nuts.
• It started out as a project codenamed "Maru Island" before becoming a Seiken Densetsu sequel.
• It was planned for the SNES CD addon, but was drastically revised and cut down for a cartridge release.
• Many of the unused ideas from the CD version ended up in Chrono Trigger.
• The dialogue was cut back even further for the English translation due to space limitations.
• It's getting a 3D remake next year!
• It's one of the games on the Super NES Classic!
• I've never played it.
• Well actually I have, but it wasn't for long and I don't think I liked it much.
• All I remember is walking down a river and maybe visiting a town before getting bored.
Also, it's one of the most popular and critically acclaimed SNES games, so I'm going to have to try not to hate on it too much.
Tuesday, 6 December 2016
Dungeon Siege III (PC)
Developer: | Obsidian | | | Release Date: | 2011 | | | Systems: | Windows, PS3, Xbox 360 |
This week on Super Adventures, I'm taking a look at the last of the Dungeon Siege games, unless they suddenly announce a new one out of nowhere again.
The first two Dungeon Sieges were developed by Gas Powered Games, but Square Enix decided they wanted a western RPG series and bought the franchise from them, putting Obsidian in charge of making the third game. Personally I'd be more curious to see the game would be like if Square Enix made it themselves, but games like Knights of the Old Republic 2, South Park: The Stick of Truth and Fallout: New Vegas have shown that Obsidian are masters at taking other people's properties and making magic with them.
It seems they're also pretty good at making pretty main menus. It doesn't look so great in a screenshot, but in game it's all animated, with birds flying by in the background, sparkling moonlight reflected in the water, and the logo flag gently blowing in the breeze. In fact I don't even want to start the game any more, I'm just going to sit here and listen to the music and the rain for a bit. It's not the classic Dungeon Siege theme but it'll do.
Also I just noticed that the statue is of the protagonist of Dungeon Siege 1! Well the amber-haired woman with the flaming sword from the box anyway, as you can make your own characters in the DS games.
(Screenshots can be viewed at their original resolution by clicking on them. Not that their original resolution is all that great.)
Labels:
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Wednesday, 7 September 2016
Consortium (PC)
Developer: | Interdimensional Games | | | Release Date: | 2014 | | | Systems: | Windows |
This week on Super Adventures I'm celebrating Star Trek's 50th anniversary by playing games with some connection to the series. Today I'm sharing screenshots from the first few hours of CONSORTIUM, a game that likes to SHOUT its name all over its Steam page. What does this have to do with 'Star Trek'? Well... I've read a few people say it's a bit like 'Star Trek: The Next Generation', except on a plane. And that's pretty much the only link.
Consortium's one of those Kickstarter success stories, though they didn't quite bring in millions. Or even hundreds of thousands. But what they got was apparently enough to finish an ambitious first person, guns and chats, RPG type of game, which is cool because that's one of my favourite genres.
This is a heavily story based game so I'm inevitably going to be spoiling a lot of things you might not want spoiled here. Though its description claims that "the story unfolds based largely on your actions," so if that's true I'm only spoiling one possible outcome! I won't give away the answer to the game's big mystery though, assuming I even manage to solve it.
(You can make screenshots moderately more visible by clicking on them.)
Sunday, 17 July 2016
Breach & Clear: DEADline (PC)
Developer: | Mighty Rabbit | | | Release Date: | 2015 | | | Systems: | Win, Linux, Mac |
This month on Super Adventures, I'm playing Unity 5-powered special forces sequel Breach & Clear: nFΛnLINԷ. Uh, I mean Breach & Clear: DEADline, or perhaps just Breach & Clear: Deadline; I'm getting conflicting information on that and as usual the logo's in all caps so it's no use.
As the name hints, this is the follow up to tactical counter-terrorism game Breach & Clear, though I'm sure it has very little to do with tactical counter-terrorism game Deadline, and I'm doubly certainly there's no connection to "authentic hotel maintenance simulation" Breach & Clean. I can detect a little Call of Duty influence though, as the game's gone from modern warfare straight to... hnng... zombies.
Zombies man, it's always the fucking zombies. Why is it never wizards? Breach & Clear & Dragons: Origins, it could totally work!
I'm coming into this entirely blind, as I've never seen the game, I didn't play it in Early Access, and I know next to nothing about it. In fact I went to do my normal research, looking for some stuff to write up here, and it seems that neither Wikipedia or MobyGames have an entry for it. So if you've ever wanted to add a game to either site and leave a semi-permanent mark on history, now's your big chance!
But one thing I do know about the game, and this is something you should definitely be aware of, is that a friend of mine worked on it. So I can't promise I'll be entirely fair in my assessment of the game. But this site's about showing games off as much as it is about my opinions, and I can still do that while being biased. So if you decide to carry on reading, keep repeating to yourself "This guy's predisposed to be nice to the game," in your head the whole time, and then ignore all my conclusions.
(Click any screenshot to expand it to twice its current size!)
Sunday, 21 February 2016
Hexen II (PC)
Developer: | Raven | | | Release Date: | 1997 | | | Systems: | Windows, Mac |
This week on Super Adventures I've finally gotten around to replaying some of Hexen's slightly more three dimensional successor, Hexen II! It's been ages since I've played this one so I should be coming into it reasonably clueless. Plus it's a Hexen game so I likely didn't get anywhere in it the first time around anyway.
Hexen II is the last of the 'Serpent Riders' trilogy, following on from Heretic and Hexen, so there's apparently a story here to resolve and this game finishes it off. But just to make things confusing, Heretic actually branches off to another sequel, Heretic II, which tells the tale of the original game's protagonist returning home and fighting a plague. Plus there's the expansion packs like Deathkings of the Dark Citadel and Portal of Praevus which slot in somewhere.
But this is definitely absolutely the final Hexen... until Raven Software gets bored of making multiplayer modes for Call of Duty games and decides it's time for Hex3n: Beyond Heretic II.
Saturday, 6 February 2016
Divine Divinity (PC)
Developer: | Larian | | | Release Date: | 2002 | | | Systems: | Windows |
This week on Super Adventures I've decided to look at another RPG, even though they take forever to play and write up. Because I am an idiot.
First though I have to talk about the name, because the title of Divine Divinity is famous for its redundancy. But is it a contender for the worst RPG title ever? It doesn't have 'chronicles', 'origins', 'prophecy', 'legacy', 'book' or 'Eragon' in there, so I'm thinking... no. It's distinctive and memorable so it gets the job done, even if it is dumb. The game was originally going to be called Divinity: The Sword of Lies, but their publisher was apparently fond of alliteration after doing well with Sudden Strike and I guess Divinity: Deceitful Dagger didn't do it for them.
Riftrunner on the other hand would've been a terrible title for a sequel in my opinion, and Larian were wise to eventually change it to Beyond Divinity. Now they just need to change it so that the damn game works on my PC so I can play that too.
Speaking of the developers making things that work, I'm liking this theme music: Divine Divinity theme (YouTube link). It's more melancholy than your typical heroic RPG music, with harpsichord in place of chanting Vikings.
(Click screenshots to inflate them to their original dimensions.)
Monday, 15 June 2015
Ys Origin (PC) - Guest Post
Hi, I'm Ray Hardgrit and the following words are not written by me. They were put there by some guy called Jihaus who wants to show off the first hour or so of a game called Ys Origin and infect my site with his opinions.
I've never seen the point in asking guest posters to stick with my rating system though, as everyone's got very different taste and it seems like it'd be misleading somehow. You can only really trust a rating when you know the critic and can compare it against their other reviews. Basically what I'm saying is don't flip out if this doesn't get a 'gold star' badge at the end, as Jihaus doesn't hand the things out.
Today I'm finally playing Ys Origin on PC, an action RPG with platforming elements and fast-paced combat. I've played my share of Ys games so I'm no stranger to their brand of anime-style characters combined with rockin' music combined with crushing difficulty, and this one in particular uses the same engine as its last two predecessors so it should be relatively familiar territory. I always did find it extremely amusing that the correct pronunciation of "Ys" sounds a lot like "ease", because that is entirely the opposite of what these games tend to be.
Unlike the other games in this series which deal with the adventures of the red-haired swordsman, Adol, this game instead goes in a different direction - specifically, 700 years before the first Ys game in the chronology. Despite the the huge departure, it treads a lot of familiar territory, and fans of the first and second Ys games will see familiar people, places, and terminology. In particular, most of not all of the game takes place in the enormous demon tower of the first game, which has changed little on the outside but got a serious renovation on the inside. That's about the extent of what I know going in anyway, so I can't wait to see what we'll find.
I've heard horrifying things about the difficulty in this particular installment but I will proceed to flagrantly disregard such warnings and play on its hardest difficulty, nightmare. Without further ado, time to die!
(Click images to view them at their original weird-ass 1024 x 578 resolution)
I've never seen the point in asking guest posters to stick with my rating system though, as everyone's got very different taste and it seems like it'd be misleading somehow. You can only really trust a rating when you know the critic and can compare it against their other reviews. Basically what I'm saying is don't flip out if this doesn't get a 'gold star' badge at the end, as Jihaus doesn't hand the things out.
Developer: | Nihon Falcom | | | Release Date: | 2012 (WW) | | | Systems: | Windows |
Today I'm finally playing Ys Origin on PC, an action RPG with platforming elements and fast-paced combat. I've played my share of Ys games so I'm no stranger to their brand of anime-style characters combined with rockin' music combined with crushing difficulty, and this one in particular uses the same engine as its last two predecessors so it should be relatively familiar territory. I always did find it extremely amusing that the correct pronunciation of "Ys" sounds a lot like "ease", because that is entirely the opposite of what these games tend to be.
Unlike the other games in this series which deal with the adventures of the red-haired swordsman, Adol, this game instead goes in a different direction - specifically, 700 years before the first Ys game in the chronology. Despite the the huge departure, it treads a lot of familiar territory, and fans of the first and second Ys games will see familiar people, places, and terminology. In particular, most of not all of the game takes place in the enormous demon tower of the first game, which has changed little on the outside but got a serious renovation on the inside. That's about the extent of what I know going in anyway, so I can't wait to see what we'll find.
I've heard horrifying things about the difficulty in this particular installment but I will proceed to flagrantly disregard such warnings and play on its hardest difficulty, nightmare. Without further ado, time to die!
(Click images to view them at their original weird-ass 1024 x 578 resolution)
Labels:
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Thursday, 30 April 2015
Dark Messiah: Might and Magic (PC)
Developer: | Arkane, Floodgate and Kuju | | | Release Date: | 2006 | | | Systems: | Windows, Xbox 360 |
Today on Super Adventures, I'm finally taking a look at Dark Messiah of... hang on, where's the 'of'? Everyone knows the game is called 'Dark Messiah of Might and Magic', that's what it's called on Wikipedia, that's what it's called on Steam, that's what is written in the press releases, so why isn't there an 'of' on the title screen? It's not there on the box either, or the manual, or the official website... huh I guess the game really is called Dark Messiah: Might and Magic.
Though 'Might and Magic: Dark Messiah' would've made more sense, seeing as it's part of the Might and Magic franchise. Just saying.
Anyway, this was actually the very first game I ever bought on Steam, way back in July 2012. It's not that I was still holding a grudge after 8 years for all the bullshit I had to go through to install my DVD copy of Half-Life 2... I'd just stopped buying PC games entirely by that point because companies were in an arms race to see who could develop the scariest DRM, and retail discs had become a minefield. Not that I didn't have a Steam library, but at that point it was basically a handful of Half-Lifes, a Humble Bundle or two and Ricochet. And yet it's still taken me until now to play the bloody thing.
Now I'm wondering what was I playing that month that was so much more worthy of my time. Hmm, my site notes say MDK, Superfrog... and Sensible Train-Spotting? I didn't even publish that last one until June the next year, so I don't know what the hurry there was. It's very annoying how my notes don't include explanations for all my bad decisions. Anyway, I'll be playing this for an hour (or more) and yelling out how it plays as I go. In text.
WARNING: EVENTUALLY SPIDERS.
(Click the screenshots to make them bigger).
Saturday, 12 July 2014
Kingdom Hearts (PS2)
Today's 'K' game is... Kingdom Hearts, obviously. It's not exactly an obscure series, but it's pretty much slipped right by me so I'm coming into this one almost entirely clueless. I have absolutely zero nostalgia for the game.
I do know that it's an epic collaboration between Square and Disney, bringing characters from both their franchises together in an attempt to come up with a third person action game with enough star power to rival Super Mario 64. This would've been back when Square still had that feud with Nintendo going on, so Super Mario RPG 2 was way off the table.
Okay I admit that a few years back I did give Kingdom Hearts half an hour or so to win me over, but I didn't exactly come away from it with a deeper understand of what I'd been playing. All I remember of it now is running around a desert island looking for fish to eat. Forever.
Hang on, is that a dead fish sticking out of the protagonist's mouth right now? I just assumed that it must be a bit of plant, but now that I'm looking at it properly...
I do know that it's an epic collaboration between Square and Disney, bringing characters from both their franchises together in an attempt to come up with a third person action game with enough star power to rival Super Mario 64. This would've been back when Square still had that feud with Nintendo going on, so Super Mario RPG 2 was way off the table.
Okay I admit that a few years back I did give Kingdom Hearts half an hour or so to win me over, but I didn't exactly come away from it with a deeper understand of what I'd been playing. All I remember of it now is running around a desert island looking for fish to eat. Forever.
Hang on, is that a dead fish sticking out of the protagonist's mouth right now? I just assumed that it must be a bit of plant, but now that I'm looking at it properly...
Thursday, 12 June 2014
Illusion of Time / Illusion of Gaia (SNES)
I have no idea what happened to all the SNES games this year. A year back I must have been playing a new Super Nintendo game for the site every other week, but somehow I've managed to avoid writing about one for over seven months straight (aside from like seven screenshots worth of words in my Genocide 2 article) and I don't even know why!
Well I'm fixing that right now, by taking a look at a classic Super Nintendo game, Illusion of Time. That's what it's called in Europe and Australia anyway, though you might know it better by the US title: Illusion of Gaia. You could also call it Soul Blazer II I suppose if you wanted to confuse people, as it's part of a trilogy of SNES RPGs by Japanese developer Quintet that ended with Terranigma (or Granstream Saga if, like author Douglas Adams, you consider the definition of 'trilogy' to be more of suggestion than a rule).
Well I'm fixing that right now, by taking a look at a classic Super Nintendo game, Illusion of Time. That's what it's called in Europe and Australia anyway, though you might know it better by the US title: Illusion of Gaia. You could also call it Soul Blazer II I suppose if you wanted to confuse people, as it's part of a trilogy of SNES RPGs by Japanese developer Quintet that ended with Terranigma (or Granstream Saga if, like author Douglas Adams, you consider the definition of 'trilogy' to be more of suggestion than a rule).
Sunday, 20 April 2014
Evoland (PC) - Part 1
Today on Super Adventures I'm taking a look at indie RPG Evoland!
I've been curious about this one for a while, as the premise is pretty much genius. To quote the official site:
The Evoland I'm playing is actually based on a browser game of the same name created for the 24th Ludum Dare contest in just 30 hours. That might not sound so encouraging, but Evoland Classic managed to beat 1400 other games in the end to take first place, so I'm taking it as a good sign. I mean I'm not getting my hopes too high, I had to give the game administrator privileges before it'd even recognise my controller, but c'mon this could be cool.
I've been curious about this one for a while, as the premise is pretty much genius. To quote the official site:
"Evoland is a game and a story. The story of action adventure gaming as seen in the Zelda or Final Fantasy series, starting with the early age of action RPGs, when a few pixels were enough to make us dream for hours. New players will discover a bit of video game history and a very fun gameplay, and veterans will also enjoy a host of references to legendary titles scattered along the game."It's an action RPG about the history of action RPGs, though judging by that bright pixelly title screen and the '1986-2013' copyright, I'm guessing it's going to be leaning towards the Japanese console RPG side of the genre.
The Evoland I'm playing is actually based on a browser game of the same name created for the 24th Ludum Dare contest in just 30 hours. That might not sound so encouraging, but Evoland Classic managed to beat 1400 other games in the end to take first place, so I'm taking it as a good sign. I mean I'm not getting my hopes too high, I had to give the game administrator privileges before it'd even recognise my controller, but c'mon this could be cool.
Saturday, 17 November 2012
Dark Souls: Prepare to Die Edition (PC)
Dark Souls scares me. All the hype I've been hearing about the extreme difficulty has set it up in my imagination to be something as challenging as Super Ghouls'N Ghosts, except with loading times, and honestly that combination doesn't much appeal to me. But I was asked to play it, so I'll just have to man up and give it a fair shot. Or at least play long enough to give myself something to whine about.
I'm using DSfix to push the internal resolution (slightly) past the default 1024x720, so hopefully the screenshots won't look like ass if you click the pics for a better view.
I'm using DSfix to push the internal resolution (slightly) past the default 1024x720, so hopefully the screenshots won't look like ass if you click the pics for a better view.
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