Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - dhaabi

Pages: [1] 2 3 ... 95
1
General / Re: 52 Games Challenge 2024!!!!!
« on: May 02, 2024, 07:11:48 pm »
21. Don't Look Back || Browser || 05.01.24



Wanting to play more games like Passage, I soon became introduced to Don't Look Back. I don't think I knew about Don't Look Back until this point, but I am familiar with its creator, Terry Cavanagh, so I had certain expectations prior to playing given Cavanagh's development history. To many, Don't Look Back is also recognized as an art game.

As a game of about 20-30 minutes in length, Don't Look Back succeeds as a narrative-driven action-plaformer, albeit one omitting dialogue. At its core, the game is built with a room-based level design emphasizing a touch of difficulty, although such difficulty ultimately isn't too concerning as failing results in an immediate retry with no progress lost. Still, despite the consequences being minimal, the game introduces an appropriate amount of challenge. Moving room to room, players will likely be taken by surprise each time some new type of obstacle to overcome or avoid appears. In these moments, the game necessitates quick reaction and tight movements. For many if not all of these encounters, player action beyond running is not a requirement, as enemies may be avoided through successful, well-timed platforming. However, I'm not sure if there is any incentive to adopt such play style. Nevertheless, some rooms seemed intentionally designed for the player to avoid danger instead of vanquishing it.

Regarding narrative, it concerns death, the loss of a loved one, and the inability to accept the situation. In fact everything about Don't Look Back alludes to the Greek legend of Orpheus and Eurydice. With that understanding, it's important to mention that, throughout the game's first half, the player is permitted to look back behind them and even backtrack to previous rooms. But, until a room's enemies are defeated, they will all continue to respawn. That said, the player is not only discouraged from looking back in the second half but also unable to, as an immediate fail state occurs. Fortunately, only platforming sequences are present during this shift.

By the game's mid-point, I imagine that most players will assume how the game concludes, or at least have a faint idea, and especially so if they're aware of the source material being referenced. I certainly had my expectations, anyway. However, when I reached the game's conclusion, it felt as if the game had subverted that expectation to take on another layer of meaning. While the ending written is an interesting twist, it unfortunately doesn't leave a lot of room for interpretation. Although, perhaps that level of thought isn't necessary, as the end development is enough of a revelation on its own.

Apart from gameplay and narrative, the game's presentation utilizes a minimal art style employing large pixels, empty environments, and a selective color palette of four colors. While graphics are paired with a single looping track, the music actually doesn't grow tiresome and complements the game's other elements.

In the end, Don't Look Back offers a demanding experience which doesn't overstay its welcome. Like how other games of its kind are created to evoke a certain feeling or thought, Don't Look Back also achieves this, and rather abruptly too. Here, the finality presented offers only a moment to analyze in the context of the events before it, whereas other games often force the player to think critically throughout most of the events and action. However, this isn't necessarily a critique, as there is still a fair amount to deconstruct. Also, whether one's read any of the translations and interpretations of the legend of Orpheus and Eurydice matters little, although I think being aware of the tale prior to playing will enhance the adventure.



2
General / Re: 52 Games Challenge 2024!!!!!
« on: May 01, 2024, 11:06:09 am »
20. Tappingo 2 || Nintendo 3DS || 04.25.24



Having played and enjoyed the debut entry around ten years ago, I was curious to see if Tappingo 2 would leave the same kind of positive impression on me. At the same time, I was wanting to know if the gameplay would vary any in this sequel entry or if, instead, it would be more like an expansion to the first game.

In short, Tappingo 2 is a puzzle game which players are tasked to create an image—usually some sort of ordinary item—by moving blocks in a certain order. For each selectable block, a number printed on it indicates how many spaces it needs to expand outward, acting like a tape measure of sorts. Obviously designed for a dual-screen system, the game utilizes the bottom screen for player action whereas the top screen shows the puzzle being solved in real time, which is a small inclusion to help elevate the game beyond its straightforward gameplay. I'll also note here that the game requires precise movements best accomplished with the stylus. I can't imagine successfully progressing through the game without it.

To the game's advantage, gameplay is simple to understand once actually playing through a stage or two. The game's biggest puzzle elements come from blocks requiring to be moved in a specific series of steps. Otherwise, the path of adjacent blocks will either be barred from reaching their intended destination or, oppositely, overreach which disrupts the path of neighboring blocks. Generally working from side to side or corner to corner, I found it generally easy to visualize the steps needed to take for sections of the puzzle, although stage difficulty does increase once puzzle design relies more on color gradients and puzzle size becomes larger. Easily, mistakes can be made resulting in block paths needed to be retracted, which will inevitably cause neighboring chains to alter as well. At this point, the player will be forced to retract numerous blocks to then find another means to complete the puzzle. Fortunately, there isn't any major penalty for making an incorrect move despite the later minor inconvenience of needing to retract a small section of blocks. When a mistake is made, the game's puzzle system efficiently communicates when a certain action is incorrect in real time.

Accompanying the gameplay, stages are also timed to track how quickly puzzles can be solved. I suppose this aspect is a neat novelty which I can see more being utilized to compete with another player more so than besting one's personal records. While the game's stage count of 104 puzzles may sound high, it isn't really. On average, I'd estimate that I completed the first half of stages in 90-120 seconds per puzzle, whereas the second half of stages was around 3-4 minutes.

While offering a degree of fun, Tappingo 2 does become repetitive and a bit tedious given how many stages there are with little variety. One may assume that puzzle artwork matters little, but it's more than one would think. For instance, there are a total of about ten puzzles which the layout is a circle, resulting in the same types of block patterns to solve. In my observations, puzzles with unique layouts require different manners of thinking for specific sections. Additionally, the gameplay never evolves past what was introduced in the debut entry, and there is only one game mode. Only the most basic of features are offered, such as pause and restart. Something else worth mentioning is the lack of music. Across 104 stages, only four or five tracks exist. I suppose this is a suitable amount for a low-budget game, but tracks can't be individually selected. Instead, the only way to cycle through them is to reset the stage.

Compared to other logic puzzle games, Tappingo 2 is much more casual with its easy-to-pick-up qualities. Instead of forcing players to think critically, it feels more like a means to relax, although some degree of focused thought is obviously required to progress. If I'm being honest, I remember enjoying the debut entry much more than the sequel.

3
Unfortunately the Blu-Ray has the incorrect disc, but at least it was free.

PlayStation 4
Dark Souls Remastered
Gravity Rush Remastered

Soundtrack
Resident Evil VII: Biohazard Original Soundtrack

Videos
Welcome to PlayStation 3 and PlayStation Network BCUS-98156 (keepcase)
Welcome to PlayStation 3 and PlayStation Network BCUS-98156R (disc)

4
My copy has item number RVL-R4QP-UKV and barcode 045496900212 (images: https://www.ebay.co.uk/itm/404287853493?epid=66602752)

The item page has item number RVL-R4QP-EUR and barcode 045496900212

So same barcode, but different item number. Also, the back cover looks to be taken from a french copy.

https://vgcollect.com/item/54553

RVL-R4QP-EUR is the disc number. It's common to see the disc number be submitted to the Item Number field when higher priority numbers should be there instead (especially from entries this old.)  RVL-R4QP-UKV may be submitted to the Item Number field in its place but will only be approved if the disc number is also transferred to the Description field. There isn't any reason for us to overwrite correct data simply because it's out of place.

Back cover art for 54553 has been removed.

A new entry for the FR regional release has been submitted.

5
The barcode on the back art on https://vgcollect.com/item/258679
ends in 65

Back art for 258679 has been removed.

You can open this link directly in your browser
https://vgcollect.com/images/back-box-art/258679.jpg
Use Ctrl+Scroll wheel to move to say, 300% and you should be able to tell the last two digits.

Alternatively what can be done is to take 2 images from Ebay (or whatever) and resize/shape/crop them and shrink them down to 200px width and compare them to the image on the site. One will be close or will match and one won't. That is the only real way to tell which barcode is on a small image that is on the site, but sometimes JPEG compression makes it difficult.

Unfortunately, this doesn't help with confirming whether the front art is correct or not.

6
Video Game Database Discussion / Re: Release Country TLD Master List
« on: April 25, 2024, 11:33:29 am »
TLD is for the country the item is sold in, not what language is present. There is no default.

So, (Spanish cover), (Latin America), Back Code ID, anything? This needs a very specific rule, considering that the distribution chain in Latin America has always been scattered for this kind of products (My job is logistics related to the area).

No I mean there is no default TLD. Descriptors like you put above (Spanish cover, Latin America) cannot be used.
If you don't know a country the game is sold in, you can use a descriptor but the descriptor should be some sort of number that is different. I just used the back number because the only other entry was the MX version and there was no US version with that name in the category.

Granted, we do know where the item was sold, provided by evidence from both theodw and nathan776. Using [MX] and [CL] TLDs instead of descriptors seems more ideal. If it's later learned that additional TLDs are appropriate to attach to either entry, then that can be done. After all, it isn't uncommon for that sort of action to be done for other entries.

[HN] could also be attached to 264558. Presumably [CO] as a third, but it's not quite confirmed yet due to censoring.

Both 217221 and 264558 have been updated to feature TLDs instead of descriptors.

7
You just rejected a back cover artwork for https://vgcollect.com/item/77308 (PS1 EU: Monopoly [UK]) saying its the wrong one and should be on https://vgcollect.com/item/258679.

English 5023117435065 (note "Developed by Blue Planet Software, Inc." back cover text)
English/French/German 5023117435065 (note "Developed by Gremlin Interactive Ltd." back cover text)
English/French/German 5023117435058 (note "Developed by Gremlin Interactive Ltd. back cover text)

It is common for different items to share the same barcode information. Based on 77308's other entry data, your submitted back art is incorrect.

Both the first and second items linked above are found in the UK, so the descriptor may need updating to something like (Blue Planet Software) and (Gremlin Interactive).


So you now have a back artwork showing barcode 5023117435065 on the artwork on a listing that has barcode 5023117435058.

Are you referring to 258679? Because of the image size, I can't confidently say whether or not the Barcode information matches the barcode shown on the Back Art image. If you have reason to believe it doesn't, then it may be updated. Bear in mind that the entry has not had any subsequent edits supplied, meaning all information to it is original to its time of submission by another member. With that said, the front image may very well be incorrect too, but, again, the small image size prevents us from knowing.

8
You just rejected a back cover artwork for https://vgcollect.com/item/77308 (PS1 EU: Monopoly [UK]) saying its the wrong one and should be on https://vgcollect.com/item/258679.

English 5023117435065 (note "Developed by Blue Planet Software, Inc." back cover text)
English/French/German 5023117435065 (note "Developed by Gremlin Interactive Ltd." back cover text)
English/French/German 5023117435058 (note "Developed by Gremlin Interactive Ltd. back cover text)

It is common for different items to share the same barcode information. Based on 77308's other entry data, your submitted back art is incorrect.

Both the first and second items linked above are found in the UK, so the descriptor may need updating to something like (Blue Planet Software) and (Gremlin Interactive).

9
Video Game Database Discussion / Re: Release Country TLD Master List
« on: April 24, 2024, 11:15:57 am »
TLD is for the country the item is sold in, not what language is present. There is no default.

So, (Spanish cover), (Latin America), Back Code ID, anything? This needs a very specific rule, considering that the distribution chain in Latin America has always been scattered for this kind of products (My job is logistics related to the area).

No I mean there is no default TLD. Descriptors like you put above (Spanish cover, Latin America) cannot be used.
If you don't know a country the game is sold in, you can use a descriptor but the descriptor should be some sort of number that is different. I just used the back number because the only other entry was the MX version and there was no US version with that name in the category.

Granted, we do know where the item was sold, provided by evidence from both theodw and nathan776. Using [MX] and [CL] TLDs instead of descriptors seems more ideal. If it's later learned that additional TLDs are appropriate to attach to either entry, then that can be done. After all, it isn't uncommon for that sort of action to be done for other entries.

[HN] could also be attached to 264558. Presumably [CO] as a third, but it's not quite confirmed yet due to censoring.


I found an Argentina version that has a back number of 3006527-AC and UPC of 711719547624 as well as a "Sony Argentina" import label. At least it seems that the back number may be unique between versions, as it does not match your pictures.

The same item is also listed from Uruguay, without a label.

10
I put this in the wrong platform so please delete.

https://www.vgcollect.com/item/264573

In the future, don't submit a second entry when making a mistake in the submission process. Instead, submit an edit so that the correction may be approved.

11
Not sure what happened, but for some reason, the following entry was duplicated without artwork:

https://www.vgcollect.com/item/264591

In total just now, I believe there were six empty entries submitted recently that I've just removed. In the future, these entries should all be reported here so they're not overlooked by staff.

And, if you are routinely having problems with submitting new entries, ensure that file sizes aren't large as it's the main cause for this error, explained here. I generally submit images no larger than 700px.

12
General / Re: 52 Games Challenge 2024!!!!!
« on: April 23, 2024, 11:24:17 am »
19. Picross e || Nintendo 3DS || 04.19.24



As Nintendo's 3DS and Wii U online servers shut down about two weeks ago, the opportunity presented itself for someone to mod my 3DS. Seeing as the systems aren't supported anymore, I decided to take up the offer. While browsing the full catalog of games before me, I eyed the Picross series while realizing it's a line of games I've somehow evaded all these years. Moments later, I began playing Picross e.

Known properly as a nonogram puzzle, picross (short for picture crossword) is a type of logic puzzle that tasks players to fill in a grid based on the outside numbers along the X and Y axes which will, once solved, reveal a picture image. At the game's beginning, difficulty is naturally low with grid size being only 5x5 that accomplishes in teaching the fundamentals of the system. This tutorial section does not last long, though, as the game's difficulty progression feels natural when playing in stage order as players learn and are forced to think in new ways to solve for possibilities. I mention this because, at any point, players are freely able to select any of the game's 150 stages which increase in grid size to 15x15.

When solving individual spaces, players have two options: either to mark it as part of the puzzle or as white space. Of course, determining which action to take is dependent on the information across the X and Y axes which indicates both how many blocks are in a row or column and how many are in a sequence. So, for example, if a row is labeled as 3 1 2, then this translates that, beginning at some point across the row, there is a sequence of three marked spaces, at least one unmarked space, one marked space, at least one unmarked space, and finally two marked spaces. Using the each and every row in conjunction with each and every column is paramount to solving each puzzle, which becomes much easier said than done in later stages. Generally, stages begin slowly as there are a lot of possibilities to remove as they're determined to be impossible, but once a fair amount of information has been revealed, players should be able to advance with definitive choices being made speedily.

Throughout each stage, in-game hint systems are also available which are, in general, small but valuable support elements to both hasten puzzle-solving and aid in challenging moments. With the hint system toggled on, the game indicates which rows and columns provide a logical means for players to deduce the answer with the existing grid information. As more actions are taken, hints for specific rows and columns routinely toggle on and off, allowing for players to seek information somewhere else. However, just because a row or column becomes fully grayed out as sections are completed does not mean they are correct; instead, this means that only a specific row or column has had their puzzle requirements answered (e.g. 3 1 2.) So, should players make a mistake, there will inevitably be a moment (often nearing the puzzle's conclusion) when the realization that an error has been made. During my playthrough, I allowed for the hint system to remain on, although it is automatically toggled off once every five stages.

Continuing through Picross e in its intended stage order while having finished both Easy and Normal sections, I wasn't sure what the game's third section Free exactly meant. Eventually, I realized that there are two different gameplay modes available. In brief, the standard mode faults a player with a time penalty once an incorrect action has been made. Because of this, players will immediately have the correct answer available to them. Meanwhile, Free mode removes this penalty altogether which leaves the player believing each and every action they take is correct, up until the point they realize an error has been made. Initially, I found myself more favorable to Free mode, but some puzzles in this mode became quite challenging. Without that immediate feedback, I often found myself reaching a point in the puzzle's completion where an error (possibly numerous errors) could be anywhere in the grid, meaning I determined it easier to fully restart the stage. On average, I spent about 17-20 minutes for each 15x15 puzzle, so about that much time was lost each and every time time I noticed an error was made. While 15x15 isn't necessarily large as nonogram puzzles can be much larger, I still realized just how much there is to analyze all at once, even though I considered myself to be taking actions with careful consideration.

Apart from the game's puzzle mechanics, the use of a timer encourages replayability, although I was not interested in besting my own scores. Alongside simple record-beating, solved puzzles will degrade from full color to grayscale once the hour threshold has been crossed, so poor puzzle-solving encourages faster playthroughs as well, so as to reveal the picture in color. One other aspect worth mentioning is the game's use of music. Unfortunately, there are only two tracks available, one of which is only used on the main menu screen. So, for numerous hours, only one track accompanies the actual puzzle-solving.

After years of not really knowing what Picross is, I'm glad to have finally completed the first game in the e series, which there are a total of nine. While I'm not wanting to play through these games one after the other, I know I will, at some point, return to play more.

13
General / Re: VGC's Anonymous/"General" Topic:
« on: April 21, 2024, 02:38:48 pm »
I recently created a Discogs account to manage my small collection of music. After cataloging everything I own that's already present on the site, I've begun submitting new items. For my first submission, it took well over an hour to finalize it as I tried to understand their system and UI alongside additional (unwarranted but welcomed) feedback which was quickly given from other members.

Discogs has an in-depth database with an incredibly active community to help build it. Something like that for VGCollect seems nice, but the experience also felt a little overwhelming. I can't imagine many casual collection-tracking members—especially new ones—willing to go through that process to catalog a simple CD or game.

14
General / Re: The Pay It Forward Thread
« on: April 21, 2024, 02:25:00 pm »
After having a $10 coupon code for GameFly for nearly six months, I've found no use for it. I'm not exactly sure if the code is tied to my account or if the code can freely be given to others, but for any who are interested in a free coupon code, you're more than welcome to message me for it so that it can (hopefully) be redeemed. The code expires April 24.

15
Site Feedback / Re: Style Guide Update Poll Idea Submissions
« on: April 18, 2024, 06:38:15 pm »
Quote
Games Released for multiple or co-branded platforms
There are some instances where a game release has multiple console branding or compatibilities listed. In these instances, the game should be put into the category for the older console. See here for a list of some console release dates to assist in choosing a category.

Currently, this rule is set in place for items in Games categories. At the same time, this sort of standard has also been enforced as an informal rule of sorts for items in Accessories categories. Unlike games, accessory compatibility can be quite varied, and especially with modern console accessories as PC and mobile compatibility options are also available. Because of this, categorizing these items with the site's current limitations is challenging.

Below is a small list of multiplatform accessory items:
Atari Standard Joystick Controller
compatibility: Atari 8-bit computers, Atari 2600

Konami Hyper Shot
compatibility: MSX, Atari 2800, Sega SC3000, SG1000, NEC PC-6001, PC-6001MKII

Sony AV Cable SCPH-10030 U
compatibility: PlayStation, PSone, PlayStation 2

PDP Disney Epic Mickey: The Power of Two Clicker
compatibility: Wii, Wii U

Seagate Game Drive 5TB HDD
compatibility: PlayStation 4, PlayStation 5

Sony Pulse Explore Wireless Earbuds CFI-ZWE1 [US]
compatibility: PlayStation 5, PC, Mobile

Microsoft Wireless Controller 1914 (Carbon Black / M1143888-001)
compatibility: Xbox Series X/S, Xbox One, Windows, Android, iOS

8Bitdo NES30 Pro Game Controller
compatibility: Android, iOS, PC

My Arcade Extender Cable
compatibility: NES Classic & SNES Classic (Other Accessory), Wii, Wii U

Should a poll be created, a number of options could be made for the community to determine how these types of items are to be categorized until the site's capabilities expand. In short, the two most obvious options would be by oldest console or by newest console, although there could be other solutions. Throughout this situation, Xbox systems significantly complicates the issue, as Xbox isn't really any one particular console anymore but one unified platform of previously separate families, largely some combination of Xbox One, Xbox Series, and PC.

Pages: [1] 2 3 ... 95