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52 Games Challenge 2024!!!!!
telly:
--- Quote from: dhaabi on April 05, 2024, 10:14:04 am ---I agree with this opinion, but I also believe that the same can be said of any exercise routine. After a certain point, you simply go through the motions which isn't very exciting in itself, slowing adding more reps and sets as muscle is built. Easily, the game's biggest motivators for continued play is the inclusion of titles to earn alongside being able to compare your personal data with friends' data, with the former being the main reason I played the game for a lengthy amount of time (without checking, I think somewhere between 120-150 hours.) The game also offers a rhythm mode and maybe even other types of alternative forms of exercise, but I never did explore those options.
It's doubtful that I'll ever go back to Ring Fit Adventure since I was playing during the height of the pandemic while staying indoors. Maybe one day, though.
If I'm remembering correctly, my least favorite exercises were overhead presses (specifically when being tasked to perform them in quick succession) and seated forward presses. Meanwhile, my favorite exercises were planks and mountain climbers. These two, to me, felt most substantial toward actually feeling active. Did you have any particular exercises you enjoyed or disliked?
--- End quote ---
I adopted a mixture of some intense and some lighter workouts throughout my time playing. I don't have any particular favorites, I was mostly looking at damage/types/number of targets. but the ones that I did frequently were thigh press, leg raise, mountain climbers, thigh twist, bow pull, ring raise combo, and squats (not wide squat/overhead squat because those never worked for me). I liked the yoga poses too.
kashell:
I got about three to four hours in the demo for SaGa Emerald Beyond. Maybe less. Like any game, even one in my favorite series, I kept my expectations low. But, yikes. This was not a good demo. If it's indicative of what's to come then I'm bummed.
I played on Switch, so I was forced to select Ameya. The overall controls and schematics were clunky. Inputting selections for menus had delays whether docked or handheld. For those that play on other consoles it might be different. Exploration was fine. Combat? Not so much. Either I missed something during the influx of tutorials, or combat is truly that random. Basically, both sides might act twice, or interrupt one another, or do other bizarre things that didn't make a lick of sense.
Finally, the game was ugly. At least Scarlet Grace had some polish.
kashell:
34. Star Ocean: The Second Story R - Rena
Rena's journey is finished. The final party was Claude, Ashton, Dias and Precis. I got the Rena x Precis ending, which was kind of dull given Precis' usual chipper attitude. I did a fair amount of scene skipping since a lot of the narrative is old-hat, and since I like Claude more than Rena. But, this was still a fun file in an already fun game. So, with the platinum trophy acquired, now what? I know for a fact that there will come a time when I get that urge to do yet another replay. This game has that kind of staying power and draw. The QoL features added make it so much easier and accessible to jump into a replay, too. A new game with Claude where I can have both Noel and Chisato in the group is next on my list. But, that won't be for a while.
kashell:
35. Samba de Amigo: Party Central
After clearing all songs on Normal, a few on Hard and Very Hard, and doing some of the stuff on Streamigo, I figure that I can count this as finished. I remember seeing the original game once at an anime convention years ago during the Dreamcast's heyday. It looked fun, but other games looked more fun so I didn't bother waiting in line to try it. So, this was my first time experiencing anything related to the world of Samba de Amigo. Like any motion-based rhythm game, this one has the usual good and bad. The good is the great selection of music (some of the tunes made it onto my gym playlist), a ton of ways to customize your amigo, and just an overall "fun" feeling when you vibe to the music. The bad is that things can get really distracting and the Wii-like motion controls. That last part is why I preferred to play with a controller. It didn't have that same maraca-feeling, but at least the timing was more precise. Both controller and joy-con have their issues, but it doesn't stop the overall package from being fun. I recommend it to music fans those looking to kill some time with a friend or by themself.
dhaabi:
18. Nanaca Crash!! || Browser || 04.08.24
While browsing through game titles for 3DS, I just so happened to be reminded of the browser game Nanaca Crash!! that I was introduced to nearly twenty years ago. Knowing its arcade-like qualities, I decided to revisit it.
Throughout the game, you play as the unsuspecting victim of a bike crash named Taichi. Instead of merely falling to the ground, he's instead hilariously projected into the skies, dozens of meters high above everything else. Along the horizontal path he flies across, Taichi's accident worsens as passerby continue the barrage of physical encounters, therefore prolonging Taichi's safe landing. With each kick and punch Taichi is dealt, the velocity dramatically increases and is maintained by continued pummels.
In the screen's corner, a box shows which NPCs offer Special attacks that rely on speedy player reaction to initiate. To be expected, they're each with their own unique animations which add another element of fun to the game's premise and notably more powerful than basic attacks. As Taichi speeds along past everyone in a randomized loop, Special encounters blink on and off, so timing is involved which players can manipulate to a degree.. Interestingly, only the women NPCs are a threat to Taichi; while the men act as an obstacle too, they instead will either slow down or sharply alter Taichi's angle of movement. However, one woman NPC is worth noting, as she will grasp Taichi during encounters, thus saving him from his prolonged disaster. Ordinarily, this is the sequence, but the same NPC also deals the most powerful attack once encountered when their Special move is active.
Despite what it may seem, there is a strategic element to the game's arcade-style gameplay. Alongside the game's introduce which begins with the player controlling the initial crash's velocity, two types of bike crashes may be summoned at any point—even in mid-air—which grants greater success to a longer run. Obviously, these summons are integral to prolonging each game, as players can manipulate whether Taichi slows down to a complete halt once their velocity has dwindled or instead choosing to avoid or encounter certain NPCs.
Even though there isn't a lot of depth to Nanaca Crash!!, I've always considered it to be a fun game for its ridiculous premise alone. I'm sure that, as the years go on, it'll be a game I return to after being randomly reminded of it.
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