General and Gaming > General

52 Games Challenge 2024!!!!!

<< < (68/75) > >>

marvelvscapcom2:
Idk how you guys do this.  I grinded and put some big hours into some games this year.  But here is my full list which hit only 27.  However I did 100 percent many games including astro bot which took many weeks.  Mario Odyssey as well.  Thanks for hosting this. Ive always been interested but never played.  Next year ill follow along.


List of games beaten in 2024

1. Killer Frequency

2. Guitar Hero 5

3. Astro Bot (Platty)

4. Guitar Hero Metallica

5. Resident Evil 2 (True ending)

6. MLB The Show 24 (Platty)

7. Road 96 (Platty)

8. Gran Turismo 7 (Main story)

9. Firewatch

10. Absolute Drift Zen (Platty)

11. Walking Dead S1 (platty)

12. Guitar Hero Van Halen

13. Beatles Rockband

14. Dead Island Definitive (with gf coop)

15. Shaq Fu A Legend Reborn

16. Shredders Revenge (with gf coop)

17. GTA Vice City Definitive (Full ending)

18. Streets of Rage 4

19. Telling Lies (platty)

20. Ninja Turtles In Time Konami Arcade

21. Far Cry 5

22. CTR Nitro Fueled

23. Human Fall Flat (platty)

24. Superliminal

25. Luigis Mansion 3

26. Super Mario Odyssey (Dark side of the moon)

27. Hue

Close But Not Beat

1. Michael Jackson Moonwalker for Sega Genesis

2. Donkey Kong Country for SNES

3. Need for Speed Unbound PS5


bizzgeburt:

--- Quote from: marvelvscapcom2 on December 11, 2024, 12:04:35 pm ---Close But Not Beat

1. Michael Jackson Moonwalker for Sega Genesis

--- End quote ---

That darn breakdancing zombie bosses, huh?  ;D had me quit it too

Cartagia:
I beat the Resident Evil 4 remake this morning, and while it is probably objectively a better game than the original RE4, it still felt a little redundant.  This is because while there are a lot of QoL improvements and some better story beats it is still not all that different than the OG.  Compare that to REmake2 which is an entirely new experience.  It's a weird feeling because it is a really great game, but it was always going to have an awfully high bar to clear.  Much like the Dead Space remake, if you are going to play it the new one is the way to go, but I personally am still going to give the edge to the originals.

dhaabi:
46. No One Can Stop Mr. Domino! || PlayStation || 12.09.24



At times, I'm reminded of just how long certain titles have been a part of my gaming backlog, and it was readily made apparent when I took No One Can Stop Mr. Domino! off from its shelf. Inside, the receipt of my purchase dated from June 2015 was still there. I'm glad to finally have gotten around to playing it.

As its name alludes, No One Can Stop Mr. Domino! features the titular Mr. Domino on what is, to some degree, his destructive path as an anthropomorphic domino in causing mayhem with inanimate dominoes. In short, players must traverse a field of obstacles within a certain time limit (that's irritatingly kept hidden from the player) to create a path of dominoes which must then be knocked over to trigger a chain of events caused by the placement of a domino on one specific tile. Along the track, several lanes are present which the player follows and constantly weaves back-and-forth from one to another, but that's much easier said than done. While working toward this goal, players encounter other tiles with varying effects which may be interacted with and likely will be on many occasions by accident. In a time-sensitize game like this, of course there are tiles which influence speed, but there are also ones which restore stamina which is most useful as Mr. Domino will revert back to the still domino he once was when his energy runs out. In a way, the game could be described as puzzle-like, but it's generally characterized by its action gameplay.

And it's through the game's action-focused gameplay where its arcade influences in the form of its scoring system become apparent. While each stage's goal is to simply trigger each event, the ability for one chain reaction to lead into another through careful placement of dominoes makes accomplishing this task much more fun to reach. However, it's not an easy feat to accomplish, but it's something those interested in the scoreboard will want to invest in, as more events chained together yield a higher score through the game's combo multiplier. In truth, though, reaching the skill level to simply clear certain stages was a major challenge for me. Most notably, this was a problem in two stages. The most difficulty I experienced was in the second stage where I was still trying to understand the game's controls and what was even being tasked to do alongside the sixth and final stage which must be performed with near perfection in order to succeed at a minimum. Between these two stages, there were probably forty total attempts to advance.

Needless to say, attempting to finish No One Can Stop Mr. Domino! requires a lot of trial-and-error patience. A large reason for this lies in the game's isometric view alongside its constant positioning rotation as the path before you curves and veers into other directions which will almost always be the main reason for failing a stage. But players can afford to fail some as each playthrough awards them five retry credits to be used. At first, I thought that maybe I'd raise my skill level to accomplish this, but the difficulty starts high and only rises. So, I resorted to loading my previous save file each and every time I failed. There are six stages to complete and only five credits, so there are only just enough to complete the game using this method since saving the game requires a credit being used. By no means is this the intended way to play nor a convenient one, but it was the only possibility I had to reach the game's end. At this point, I feel confident to say that No One Can Stop Mr. Domino! was one of the most difficult games I've finished which completely blindsided me. Before playing, I wasn't aware of the challenge it presents, but it's something I'm now well aware of through others' comments on gameplay videos and not just my own impressions.

Besides gameplay, presentation is always worth highlighting. As I've mentioned after having played other games, I find myself drawn to games which require players to navigate human-sizes environments from the perspective of someone much smaller. It's an element present in only some of the game's level, though, but it's still a game design I appreciated. Additionally, the game is explicitly Japanese in how quirky it is, both its world design to overall concept. This is greatly exemplified in one stage where Mr. Domino terrorizes a Japanese family, complete with ojiisan.

Like I mentioned above, I was fully unaware of how difficult No One Can Stop Mr. Domino! is, but I think this provided me with a more rewarding and memorable experience. More often than not, competing the game was much more about developing the right skill set that's reliant on quick response time and less about solving what's next to do. A more puzzle-inspired gameplay loop may have possibly been more successful, but I still enjoyed my time playing.

dhaabi:
47. Pokémon Puzzle League || Nintendo 64 || 12.13.24



Having been gifted Pokémon Puzzle League over ten years ago, finally taking the time to play through its campaign mode was way past due. I thought I had never gotten around to playing the game at all, but I actually had some sort of save data already present on the cartridge. I suppose I have a vague memory of playing the game previously, but I don't think I actually finished it.

To be brief, Pokémon Puzzle League is a simple match-three tile puzzle game that's been redesigned with a Pokémon theme for its Western audience. As one should expect, players are tasked with moving a tower of blocks around the playing field as they gradually rise with reaching the top edge resulting in stage failure. However, players are limited by only being able to move blocks horizontally with another block or even with an empty space which may cause it to fall. When three or more matching tiles are formed in a straight line, they then disappear which allows the game to continue indefinitely. Similar to other games like it, the game's major focus revolves around challenging an opponent with challenges ending once one person reaches the top. As combos are formed in quick succession to create chain and also based on how impressive in number each combo is, series of dummy blocks fall onto the opponent's side to better cause them to fail but can be removed.

Even after viewing the tutorial which explains how to create combo chains, I wasn't really able to form them with intent. At least, I don't think I was based on the game's audio cues which the tutorial teaches. Instead, actions taken generally resulted in combos being separated from another that prevented more damage to my opponents. I'm not exactly sure why this was the case, as I was acting as quickly as the game allowed me. Instead of granting me mobility to move the cursor, I instead was locked to my position as the game briefly paused while the combo's action performed. Nevertheless, it wasn't always an issue, and perhaps it was just an issue where I wasn't understanding when exactly blocks can be moved to form chains. Meanwhile, one of three Pokémon is selected by each player before battles. Playing as series protagonist Ash, the player's options all vary in battle type, although I don't know how—if at all—this influences battle mechanics as I saw no difference when I knew I was at either a type advantage or disadvantage based on my knowledge of the franchise.

Apart from the campaign modes which offer both 1-player and 2-player options, various others are available including practice, endless, time trial, and puzzle modes, and I took the time to experience them all. Additionally, certain modes can be played in either 2D or 3D, though I greatly preferred the former. My favorite gameplay offering was the puzzle mode which tasks players to solve preset puzzle boards within a certain amount of turns. From what I noticed, each stage has only one solution regarding the order of moves players must make. I took the time to solve the first set of puzzles which consists of thirty, but I decided to retire after learning there were 260 in total to solve. It's a fun inclusion for the game but ultimately not one I felt willing to complete. For the first set alone, I spent around an hour solving them.

In addition to actual gameplay, Pokémon Puzzle League's presentation is fine. There is some basic voice work, animations, and expected elementary narrative that complements everything else which is fine and adds enough to the experience. Like the mainline games and anime, players must battle gym leaders to acquire all eight badges in order to finish the campaign mode. However, other modes have their own stories and events to play through, which were added details I thought added a lot to separate each mode from another.

All things considered, Pokémon Puzzle League is actually a fun game and one that doesn't require being a fan of the franchise to enjoy. On some level, a part of me would like to return to the game in order to go through the puzzle mode challenges, so maybe I'll do that someday.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version