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Messages - dhaabi

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1
With Tomb Raider Trilogy not getting a physical release, I'm not going to bother with it. I really hate the digital only trend when it comes to many of these releases.

Figured I'd just respond in this month's pick-ups topic since that's where you posted before—it's been announced that Tomb Raider I-III Remastered will be getting a limited physical release through Limited Run Games.

2
Video Game Database Discussion / Re: Category/Platform Requests 2.0
« on: May 07, 2024, 12:24:05 pm »
Requesting a section for Nichibutsu My Vision. I'm not sure if the existing Nichibutsu parent category should be updated or if a separate category should be made.
https://aucfree.com/items/454297970

Requesting a section for Ohio Art Etch A Sketch Animator 2000.
https://www.ebay.com/itm/276313157630
https://www.ebay.com/itm/285810332667
https://www.ebay.com/itm/285804573377

Is the Aquaplus P/ece acceptable to add to the database? It is similar to the Panic Playdate, which already has its own category. It may relate to the items listed below.
https://aquaplus.jp/piece/
https://jp.mercari.com/en/item/m73289199971
https://blog.gingerbeardman.com/2021/08/19/aquaplus-piece-vs-panic-playdate/

I'll also just mention these to gather your input of them:
https://amberelec.org/systems/nesbox-tic-80
https://amberelec.org/systems/arduboy
https://amberelec.org/systems/lexaloffle-pico-8
https://amberelec.org/systems/belogic-uzebox


An aside regarding these is that the toy itself was featured in multiple episodes of the Transformers Headmasters cartoon as an actual weapon.
https://tfwiki.net/wiki/Video_Challenger

I actually visited that page previously but had completely overlooked that detail. An odd, albeit interesting, piece of trivia, for sure.

3
Unfrosted was a pretty fun movie. Seems like it's getting crapped on and it also seems like it has less to do with the movie and more to do with something Jerry said on the promo tour. ¯\_(ツ)_/¯

For reference, below is the aforementioned quote from Jerry Seinfeld:

Quote
Nothing really affects comedy. People always need it. They need it so badly and they don’t get it,” Seinfeld said. “It used to be, you would go home at the end of the day, most people would go, ‘Oh, “Cheers” is on. Oh, “MASH” is on. Oh, “Mary Tyler Moore” is on. “All in the Family” is on.’ You just expected, ‘There’ll be some funny stuff we can watch on TV tonight.’ Well, guess what—where is it? This is the result of the extreme left and P.C. crap, and people worrying so much about offending other people.

To me, Seinfeld's stance is very much a "back in my day" point-of-view from the 70-year-old man that he is. Hearing something like this from him specifically isn't surprising given he has a history of opposing beliefs to popular social attitudes for a number of years, which, again, shouldn't come as a surprise to learn that a billionaire is out-of-touch with society. Despite Seinfeld's opinion, co-creator to Seinfeld Larry David is one (but perhaps the most direct) example of an antithesis to such claims, given how popular Curb Your Enthusiasm is despite its controversial scenario writing.

I'm saying the negative reaction to the last part of the quote led to people crapping on the movie more than the movie's quality itself. Other factors may include Jerry and Amy Schumer being very pro-Israel when it isn't the popular choice amongst young people. It's also not the best defense using Curb and the other one I've seen used elsewhere It's Always Sunny since Curb started in 1999 and Sunny in 2005. Those shows are grandfathered in now. Not to mention Sunny has had multiple episodes removed from streaming for being offensive. Searching "seinfeld" on Reddit yields many unflattering results and a quick look at the Letterboxd reviews for Unfrosted shows many are completely off-topic.

There are arguments both for mentioning Curb Your Enthusiasm or any other example and not, but that's ultimately besides the point because there won't ever be an objective answer on the matter.

You're bound to run into this scenario with any work of art across all mediums these days for two reasons: the first being because everybody from the general public to celebrities has an online voice and the second being people are often unable to remove an artist from their art (which is fine.) But, if someone's unable to separate art from artist, then they shouldn't be reviewing the work in question on a critical level or in ways which go beyond the art itself.

However, what I am not suggesting is that it's wrong for the public to choose to not support or interact with an artist's work for whatever reason. But, actually reviewing that work is another issue, as that sort of action should be done as unbiased as possible. You'll seldom find that approach on a general level, though. When this sort of reviewing bombing (or suggested reviewing bombing) occurs, then the best way to gain such an unbiased consensus is to return to its discourse at a later time, once whatever was being reacted to has long past and has been forgotten.

4
whoops, used a template from another entry and forgot to correct the release date in the description. Please delete this earlier entry with incorrect launch event date.

https://vgcollect.com/item/265023

First, when creating a new entry and an error is made, do not create a duplicate entry to amend it. Instead, submit an edit submission. It is bad practice to do otherwise.

Regarding your edit submissions, the Description field data you've submitted for numerous entries is far too lengthy with unneeded information for our site's purposes.. At the same time, information such as mentioning the release date is repeated, as there are dedicated Release Date fields where that information should instead be submitted to. Here is a style guide's Description post which explains all what sort of information is and isn't relevant.

Here is one of the proposed Description field edits you submitted:


Quote
EB Games Canada Exclusive NHL 12 Launch Party cover sleeve featuring Alex Burrows surrounded by other members of the Vancouver Canucks.

The cover was distributed on September 09, 2011 between 7pm and midnight. The athlete arrived for signing between 9pm and 11pm.
The first 250 people in line had the chance to meet Alex Burrows.

The location was at Best Buy, 2220 Cambie St, Vancouver, BC V5Z 2T7

Easily, the above text can be condensed for our site's purposes to this:

Quote
cover athlete: Alex Burrows
copies may or may not be signed by Alex Burrows

originally available at a launch party at Vancouver, Canada Best Buy location

That sort of brevity should be used for the entries needing updates.

6
Video Game Database Discussion / Re: Developer/Publisher Requests
« on: May 06, 2024, 02:17:46 pm »
Quote
Me Gusta Game - Unsouled

Submitted as Megusta Game.

Aside from appearing to be named after the rage face, there is a space in the logo on their website.
https://www.megustagame.com/team

Physical products, site name accessed through search results, social media accounts, digital storefronts, and sites like MobyGames list the company as Megusta Game, without the space.

7
General / Re: 52 Games Challenge 2024!!!!!
« on: May 05, 2024, 05:38:00 pm »
22. Flow || PlayStation Portable || 05.04.24



Being familiar with thatgamecompany's works, I've never before set out to play through their first title, Flow. Long ago, though, I do believe I had tried out the Flash version, but not at any noteworthy length. So, my time playing the game now felt quite new still.

As a simulation game, Flow has players assume the role of a microorganism consuming all other life in its vicinity, allowing it to grow exponentially in size and capability. While only having one specific organism available at the game's beginning, players will eventually unlock a total of five different lifeforms, each with their own play style. Despite the subtle changes each playthrough brings, the objective remains the same: become the top of the food chain by growing and evolving to the point where you reproduce by laying an egg, resulting in stage completion. Once an egg is laid, it is hatched upon being selected at the main hub area, which is when it then becomes the vessel you control in a new life as a new playthrough.

Regarding stage design, each stage is comprised of sixteen layered levels, which the player is freely able to ascend and descend to any freely. Across each level, other organisms to consume exist in addition to non-living cells which either restore health or help bring forth evolution. As players progress deeper and deeper one layer at a time, enemies will frequently become hostile, although many are non-confrontational and largely serve as fodder. To overcome predators, players must navigate strategically to consume them one health segment at a time. Of course, these enemies behave similarly; once the player's health has been depleted, they are sent upward one layer, so the penalty for death is minimal.

However, there is no requirement for the player to behave as a predator. Instead of consuming life, players may instead descend to the lowest layer where the current playthrough will end. Of course, such a play style may be difficult in levels which enemy hostility is high, and, naturally, avoids most of the game's in-game systems and gameplay mechanics. With that said, I didn't take the time to properly understand the evolution system and how it relates to player health, but I'm sure there is some balance of the two. Instead, I merely consumed all cells in any order as I neared them, which didn't cause me any concern.

Like later game soundtracks from thatgamecompany, Flow's music offers calming ambiance, but I seldom had the chance to properly listen to it. The reason for such is due to the constant barrage of interactive noises which serve as an audio feedback to life consumed. In deeper levels where cells move about by the dozens, there is little opportunity to avoid them even if wanting to, so the soundtrack becomes a distant sound. Since there are no in-game menus, audio control is not available. Having played the first half of the game with headphones, I found this issue quite bothersome.

Overall, Flow is a relaxing game which allows players to experience what's been created without much consequence. There is simplicity to it which allows for a certain element beauty to come forth, no different than later works made by the team.

8
Unfrosted was a pretty fun movie. Seems like it's getting crapped on and it also seems like it has less to do with the movie and more to do with something Jerry said on the promo tour. ¯\_(ツ)_/¯

For reference, below is the aforementioned quote from Jerry Seinfeld:

Quote
Nothing really affects comedy. People always need it. They need it so badly and they don’t get it,” Seinfeld said. “It used to be, you would go home at the end of the day, most people would go, ‘Oh, “Cheers” is on. Oh, “MASH” is on. Oh, “Mary Tyler Moore” is on. “All in the Family” is on.’ You just expected, ‘There’ll be some funny stuff we can watch on TV tonight.’ Well, guess what—where is it? This is the result of the extreme left and P.C. crap, and people worrying so much about offending other people.

Both before and after reading part of Seinfeld's recent interview, I've not been interested in his latest movie Unfrosted. Generally, I'm not drawn to comedy films, and I wouldn't find it controversial to say it's the most subjective and divisive film genre within itself due to varying tastes. With that said, Seinfeld's quote regards network television, not film.

To me, Seinfeld's stance is very much a "back in my day" point-of-view from the 70-year-old man that he is. Hearing something like this from him specifically isn't surprising given he has a history of opposing beliefs to popular social attitudes for a number of years, which, again, shouldn't come as a surprise to learn that a billionaire is out-of-touch with society. Despite Seinfeld's opinion, co-creator to Seinfeld Larry David is one (but perhaps the most direct) example of an antithesis to such claims, given how popular Curb Your Enthusiasm is despite its controversial scenario writing.

9
Video Game Database Discussion / Re: Category/Platform Requests 2.0
« on: May 03, 2024, 02:31:00 pm »
Requesting section for Toy Quest Video Vision TV GoGo.

I'm not exactly sure if the product is formally recognized as "Video Vision," "TV GoGo," or "Video Vision TV GoGo." The packaging details across the below items use the terms interchangeably.

https://www.ebay.com/itm/276373258440
https://www.ebay.com/itm/196218615413
https://www.ebay.com/itm/134760580719
https://www.ebay.com/itm/266406050248
https://www.ebay.com/itm/266712509499

Edit: A section for Video Challenger can also be made. Some software is built into the console, whereas other games are VHS cartridges. The information I've gathered reports that they were manufactured by Select Merchandise and distributed by various companies such as Takara and perhaps also Gig in Italy.

https://page.auctions.yahoo.co.jp/jp/auction/m1056472242
https://page.auctions.yahoo.co.jp/jp/auction/1105322682
https://page.auctions.yahoo.co.jp/jp/auction/w1084922653
https://paypayfleamarket.yahoo.co.jp/item/n1063450682

10
Video Game Database Discussion / Re: Developer/Publisher Requests
« on: May 03, 2024, 12:28:24 pm »
Paranoid Productions - Church in the Darkness

I've found zero evidence of Paranoid Productions being a publisher. MobyGames reports Fellow Traveller Games as the publisher across all releases. Meanwhile, the store page on Limited Run Games' website indicates the game as being distributed on behalf of Fellow Traveller (i.e. the publisher.) So, I've instead added Fellow Traveller Games as a Publisher field option.

Quote
Me Gusta Game - Unsouled

Submitted as Megusta Game.

11
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.

12
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.

13
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)

14
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.

15
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.

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