Author Topic: 52 Games Challenge 2024!!!!!  (Read 37249 times)

Re: 52 Games Challenge 2024!!!!!
« Reply #360 on: December 27, 2024, 06:27:53 pm »
51. Donkey Kong Country Returns (Wii)

There are few better examples of a backlog game for me than DKCR. Being a huge fan of the SNES DKC trilogy, especially the first two, this game has been on my radar to play ever since it came out in 2010. With the announcement of DKCR being ported over to the Switch, it was enough of a push for me to finally throw this game in and see if it holds its own against its predecessors. I am very happy to say that it absolutely does, and then some!


DKCR does an amazing job of recreating the excellent platforming experience of the older DKC games, while also paying tribute to those older titles, while also being very original and unique on its own to set itself apart. I guess theme-wise it's most similar to the first DKC, but that's not to say it's just a remake of that game, far from it. There are no kremlins or King K Rule, but rather you have weird Tiki instrument monsters that mind control the inhabitants of Donkey Kong's island and pit them against you. There are 9 areas that consist of 7 or 8 stages, and each stage remarkably feels unique and special compared to any others you've played so far, or any that you will play later on. It's really remarkable how much love and detail Retro Studios put into this game to make it feel distinct and fresh throughout. That includes each boss battle which are all very unique in terms of the enemies you fight, how they are defeated, and what sort of new attacks they will throw at you as you get closer and closer to defeating them. This is all beautifully complimented by extra tight, very well crafted gameplay which in some has the original RARE DKC games beat. That's not to say this game is perfect in every way because it does have a few issues and gripes that really hold it back from being the masterpiece it almost is. For one, there are some very annoying stages throughout the game that have a few parts that just feel tedious, annoying, and will almost assuredly kill you if you didn't know they were coming beforehand. Luckily the game is pretty liberal with in stage checkpoints, meaning you shouldn't have to backtrack too much when you die from some cheap platform or enemy placement. The OST, while good, also leaves a little to be desired. For one, it leans heavily on the first DKC's soundtracks by remixing some of its more iconic tracks, and the original tracks while good, don't come close to being as good as David Wise's iconic score in DKC and DKC2. Another minor gripe I have is there are no water levels in DKCR, which some might see as a huge plus, but personally the DKC and DKC2 water levels are some of my favorites and most memorable. As mentioned, these are all relatively minor complaints in what is otherwise a rock solid, incredibly fun experience that I cannot praise highly enough. Unless there is some unexpected surprise from one of the shorter games I intend on playing between not and New Year's Eve, DKCR will go down as the best game I played all year, and one I'm very happy to finally clear from my backlog! (12/27/24) [41/50]

kashell

Re: 52 Games Challenge 2024!!!!!
« Reply #361 on: December 28, 2024, 03:11:06 pm »
I was trying to post a list of all the things I've finished and dropped but it wouldn't let me. Oh well. Great year for gaming!

Re: 52 Games Challenge 2024!!!!!
« Reply #362 on: December 28, 2024, 03:32:36 pm »
I was trying to post a list of all the things I've finished and dropped but it wouldn't let me. Oh well. Great year for gaming!


Heck yeah it was! And next year will be even better, at least for me. I had a ton of stuff (mostly good) going on in 2024 and it really got in the way of me engaging more with video gaming and beating more games than I did. I'm actually going to go for triple digit games beat next year, which would be a personal record for me. I'd have to go back and look, but a few years ago I think I got up into the 80s, so 100 isn't too much of a stretch.

kashell

Re: 52 Games Challenge 2024!!!!!
« Reply #363 on: December 28, 2024, 06:17:35 pm »
I was trying to post a list of all the things I've finished and dropped but it wouldn't let me. Oh well. Great year for gaming!


Heck yeah it was! And next year will be even better, at least for me. I had a ton of stuff (mostly good) going on in 2024 and it really got in the way of me engaging more with video gaming and beating more games than I did. I'm actually going to go for triple digit games beat next year, which would be a personal record for me. I'd have to go back and look, but a few years ago I think I got up into the 80s, so 100 isn't too much of a stretch.

Triple digits...dang. That would be awesome.

I have a few days left in the year. Maybe I can knock out some smaller titles. We'll see!

dhaabi

Re: 52 Games Challenge 2024!!!!!
« Reply #364 on: December 28, 2024, 09:07:08 pm »
50. Tetris Effect: Connected || PlayStation 4 || 12.27.24



For as long as I've known about it, Tetris Effect: Connected has been a game I've been wanting to play. While I'm not particularly skilled at Tetris, it's a game I always enjoy playing, so I've been curious what all this modern adaptation offers.

Although the game has a surplus of gameplay modes, I'll first be focusing its main campaign named Journey Mode that's comprised of 27 stages. And, for anyone somehow unfamiliar to Tetris, it's a puzzle game that has players strategically place falling tetrominos onto a playfield to complete rows which are then removed. In many versions, Tetris is a never-ending game, though Journey Mode has a definitive end as stages require a set number of lines to be formed. While there are 27 stages, they are divided into seven sections; once one stage is completed in a section, the player automatically advances to the next with the current score and playfield being retained. Since stages are grouped together, there is a clear developer intention for players to advance through them altogether in one session without failure, though this is challenging to accomplish. If failing, the current stage restarts with the score being reset, so there is some penalty but nothing that casual players should be concerned about. Additionally, stages can be freely selected from the level select screen at any point, so there is no need to play through the campaign all at once. So, because of these reasons (especially the former), I feel as if much of the game's goal at having stages connect with another seamlessly is lost, as being able to clear through four or five stages without fail is something I doubt many players will be able to do.

At the same time, other modes and gameplay mechanics are present which set Tetris Effect: Connected apart with the simple game it draws from. Of the latter, the game's main gimmick is the Zone Mode. Over time, a meter will rise which players can then use once full at their digression. During its short activation period, time will temporarily halt as players continue making actions, but cleared lines are instead moved to the bottom of the screen instead of being removed. If skillful, the main benefit to this mechanic is to accrue as many completed lines as possible for a large point bonus. However, I imagine most players will instead use it as a last resort tool to overcome more challenging, high-speed sections by quickly downsizing the playfield as it's overwhelmed by a tower of blocks approaching the ceiling. Meanwhile, all sorts of various gameplay modes are present that all provide a different type of objective. For example, All Clear mode requires solving preset puzzles that must be solved in a limited number of turns using specific blocks. Another is Mystery mode, which tasks players to clear a certain number of lines while random effects such as a reversed playfield appearing or the block-drop preview  being removed which periodically interfere the player's performance. However, not all of these modes are skill based, as a number of them focus on relaxation and casual play. This is also without mentioning any of the game's multiplayer offerings which I've not yet explored.

Beyond gameplay, there is a major emphasis on synesthesia which is expected as Tetsuya Mizuguchi is a part of the game's development. In Journey Mode, stages have their own music that's fluid with level progression and sometimes even responsive to individual player actions. Corresponding to each stage's music, visual and sound design relating to action effects are also present, so the way each stage is differentiated through presentation is both memorable and successful. To a degree, this implementation is accomplished, though it's mostly evident through Journey Mode as the speed of falling tetrominos will slow and hasten to the song's tempo and ambiance. With that said, I think balancing gameplay with the idea of a more ingrained system of synesthesia is quite bold. Personally, I don't think the game's music, visuals, or VR capabilities really elevated the original Tetris experience into something new, or at least to the level of ambition that I had hoped the game would achieve. Perhaps I just haven't connected enough with the game yet.

All things considered, Tetris Effect: Connected is an ambitious game that largely succeeds in its goals to elevate classic Tetris into something greater. I may be revisiting it every so often in the hopes of better connecting with it, as I think it's a game that warrants repeated play sessions over a greater span of time than what I've so far dedicated for my playthrough.

Re: 52 Games Challenge 2024!!!!!
« Reply #365 on: December 28, 2024, 11:47:13 pm »
6. The Bouncer (PS2)

Vivigamer mentioned this game in another thread and I suddenly became inspired to replay this game after last playing it 23-years ago when it first came out. I rented this game back in 2001 at Blockbuster after getting hyped for the game on account I was a big FF and Square fan at the time. I don't remember beating the game when I rented it despite its very short length, but I figured maybe I got busy or something else came up. Now I remember the reason I didn't beat it was because this game is pretty bad for the most part.


There are some redeeming qualities in the Bouncer, mostly the ultra late 90s/early 2000s Squaresoft style the main characters are designed in, and also that ultra cozy early 2000s, 6th gen console vibes that give me the warm fuzzies whenever I play a game that has that. The OST is pretty good for the most part too. I also thought it was a cool idea having the three characters be selectable during each playable part of the game, which changes dialogue and how certain parts of the game play out. And finally, it's shallow RPG skill leveling system is a fairly cool system to include in a beat em' up, especially around this time when there wasn't anything else like it. My praise really does stop there as this is one of the most boring, clunky, and poorly designed beat em' ups I've ever played. The combat just feels sloppy and slow, while constantly getting kicked out to the main menu and having to reload my save file every time I die got really annoying, real fast. I also really hated how stop and go the game is where you play for a minute or two, watch a 2 to 5 minute cutscene, play for another few minutes, rinse and repeat. Did I mention there are loading screens and manuals saves between all these? I got to a particularly frustrating part where you have to escort a girl out of the bad guy's headquarters where I kept dying. I wasn't really having any fun before that so I finally just said screw it and gave up out of annoyance and boredom. Even the two hours it takes to do a single playthrough of this game was asking too much from me. This time, I plan on leaving The Bouncer in my past. (12/28/24) - ABANDONED

Re: 52 Games Challenge 2024!!!!!
« Reply #366 on: December 29, 2024, 12:32:33 am »
With 3 days to spare, I finally reached the coveted 52 games mark! I have no idea if I'll be able to complete anymore games this year, but even if I don't that's okay. I decided I'm aiming for 100 games beat next year which means I'll have plenty of time to play more next year. But anyhow, I ended up picking a quick one after abandoning The Bouncer.


52. Jojo's Bizarre Adventure (Dreamcast)

I am not at all familiar with the Jojo series, however what drew me to one of its fighting games was a) it was made by Capcom during the mid to late 90s prime, and b) it's on the Dreamcast. I got this game for Christmas years ago when I was heavily into Dreamcast collecting and aside from dabbling in it for about 15 minutes when I first received it, I've never actually played through it. After doing just that tonight, I have to say this game has a lot going for it, but also lacks in the one place fighting games live or die by, it's gameplay. The presentation looks great; the sprites and backgrounds are very stylized and are animated wonderfully like most 2D Capcom fighting games of this time. I definitely got Street Fighter Alpha or Darkstalkers vibes from the visuals in this game. The same can be said about the audio which also felt spot for a late 90s Capcom fighting game. The presentation alone carried my interest the most since the gameplay is pretty...meh. There are some decent qualities to the gameplay including how smooth and fluid the controls are as well as the somewhat cool ability to summon a persona like creature (can't remember the name the game uses) that fights alongside your character and also acts as the element of each character that performs their special moves. However, there seems to be little in the way of balancing between characters and the difficulty is all over the place depending on who you're fighting. Some characters actually feel completely useless to play as, which is never a good sign for a fighting game. While not completely terrible, it is this games biggest flaw and probably why this game has been lost to obscurity despite the Jojo series having a surge in popularity in recent years. Even among old school fighting game fans, this one is never brought up. So yeah, your mileage will vary depending on how much of a Jojo fan you are, how much you love 90s Capcom fighting games, and probably how much you enjoy the Dreamcast's library of arcade ports. (12/28/24) [32/50]

Re: 52 Games Challenge 2024!!!!!
« Reply #367 on: December 29, 2024, 02:26:50 pm »
With 3 days to spare, I finally reached the coveted 52 games mark! I have no idea if I'll be able to complete anymore games this year, but even if I don't that's okay. I decided I'm aiming for 100 games beat next year which means I'll have plenty of time to play more next year. But anyhow, I ended up picking a quick one after abandoning The Bouncer.


[L(12/28/24) [32/50]

Yayy Congrats on 52!  And happy new year to all if I dont beat any new games or see this thread.

 I feel the same way that im trying to save beaten games for glorious 2025. I feel with 2025 being a more ambitious year for my backlog too. I feel stupid that ive been on this forum for a while and always seen this challenge. And kinda just missed it. But now I been wanting to review more, catelog more and beat more games. This is the place to be :)   


Whats funny is the other day I was questioning if 100 is even possible. An average of 1 game about every 3.5 days for an entire year. Certainly not by me lol. I look forward to seeing you pull it off. You got this.  Happy gaming everyone. 


My intent in 2025 is to hit 52 games. And 1750 trophies. 



dhaabi

Re: 52 Games Challenge 2024!!!!!
« Reply #368 on: December 29, 2024, 02:57:41 pm »
51. Milo and the Christmas Gift || PC || 12.29.24



Unexpectedly, I decided to play Milo and the Christmas Gift after realizing it's a free project published by Second Maze, a side venture from the Rusty Lake team. I knew very little before beginning my playthrough aside from what type of game it is, so my expectations were low, though I did take note of its positive review scores.

To first provide context, Milo and the Christmas Gift is a spin-off story to the creator's previous game Milo and the Magpies, though it's not required to play beforehand. In brief, Christmas Gift is a short point-and-click adventure puzzle experience about a newly-acquired pet rabbit named Toby who's gone missing. With passing curiosity, the other family pet, the titular car Milo, follows Toby while interacting with the environment in subtle ways. However, the player doesn't really control either of the two animals but instead serves as the force behind all actions, whether they be the animals' or the environment's.

Early on, puzzles did not feel explained and seemed obtuse. There are only so many environment set pieces to interact with at any given time, so that I was quickly stumped left me feeling slightly irritated. Though it wasn't mentioned, I thought for some time that maybe different items needed to be interacted with simultaneously or even one after another like some sort of chain reaction. However, this wasn't the case. Instead, the game's first puzzle doesn't even across as a puzzle at all. This issue was at its worst during this time and did get better as the game progressed, though there were still small segments which felt underdeveloped regarding puzzle translation.

This also extends to what all may be interacted with on a general level too. While some items come across as key interactables, others certainly do not. Only after scouring the page with the cursor moving at all times across all corners can all interactables be discovered, because several aren't obvious. And even when an interaction is obvious, there were several instances that eluded me as to how players would think on their own that this is the action to take. More often than not, I found myself brute forcing to find the solution through acts of sporadic clicking.

Meanwhile, all of the game's visuals are beautiful hand-drawn illustrations, and it's evident through all their details. Particularly, background environments are visually appealing. At the same time, some playful animations are present through animal movement—movement that's mostly evident through the interactions between Milo and Toby. In truth, the game's visuals are the game's most commendable strengths.

In the end, Milo and the Christmas Gift is generally okay and inoffensive given that it's free to experience. Still, there is a lot of room for improvement regarding puzzle design and event sequences which was disappointing to discover, given the game's focus on point-and-click gameplay.

tripredacus

Re: 52 Games Challenge 2024!!!!!
« Reply #369 on: December 30, 2024, 10:34:38 am »
21. Katamari Damacy Reroll (Steam)

Easily beat this in just a couple of hours. Interesting that most of my memories of this game must have been with one of the sequels. I haven't played this in a long time since I had lent out my PS2 copy over a decade ago and I did not get it back. I'm pretty sure I rebought it since then (besides this PC version) but hadn't replayed it. I am not even sure the original save is still on my memory card.

Only two nitpicks about the game. First, the game defaults to 1024x768 resolution when it launches and you do not get any option to change the resolution or anything else until you get past the tutorial level and onto the planet interface. So in the first level it plays in windowed and is small but I guess it depends on what resolution you are using.

The second is less about the game specifically and more about the controller. By default it wants you to use the keyboard, that I didn't try. I do use the Xbox 360 wired controller normally. In my previous experience I've only played the Katamari games on PS2 and PS3 and the thumbsticks are in a different position on those controllers. The only real issue is the speed burst option which did not work for me. It could be because of my controller, as I know that there is some drift in one of the thumbsticks that shows up in another game. I do have another controller I can try. Basically what happens is that the action gets cancelled. Having the speed boost function is really important and it may be required to 100% the game.

Since achivements are present, it gives more perspective to what you can do in the game that I did not fully realise with the PS2 versions. In the PS2 version I know it has a list of all the things you can roll up and that you can somehow try to get everything. I remember spending a bit of time trying to get the missing items but back then there wasn't any sort of reference list to how to get them. That is changed now since it is on Steam. So it seems the only way to 100% the game is not only to find all of the items, but also to complete the constellations. Of that, the hardest is always going to be the cow and bear levels, where the game ends if you roll up one of those animals or an object marked as one of those. The cow one is insidious because there is a small cow statue or toy that is right in front of you, where you can end the level in 3 seconds but really what you are supposed to do is try to avoid those items as long as possible.
« Last Edit: December 30, 2024, 10:46:16 am by tripredacus »

Re: 52 Games Challenge 2024!!!!!
« Reply #370 on: December 30, 2024, 10:47:41 am »
Yep, 52 is where the needle stops this year. As I've stated in various posts, next year I plan on trying to reach 100 games beat and am already in the process of beating my first game of 2025. It was an excellent, albeit, frustrating year for trying to complete 52 games, but luckily I was able to accomplish it. With no foreseeable obstacles next year, hitting 52 should be a breeze, but the jury is still out on making it to 100. Fingers crossed!

telly

Re: 52 Games Challenge 2024!!!!!
« Reply #371 on: December 31, 2024, 03:49:24 pm »
Game 24 - Dredge (Switch) - 9 Hours

I breezed through this game very quickly during the holidays. Absolutely stellar fishing game with excellent gameplay and graphics, and interesting story, tons of secrets and areas to explore, well-written characters, I really don't have anything negative to say. I got the bad ending but might go back into the game to explore more of the game and maybe try for the better ending.
Currently Playing:
Eiyuden Chronicle: Hundred Heroes (PS4), Gauntlet Dark Legacy (GC)

My music collection | My Backloggery

dhaabi

Re: 52 Games Challenge 2024!!!!!
« Reply #372 on: December 31, 2024, 06:48:43 pm »
52. The Legend of Zelda: Skyward Sword || Wii || 12.31.24



After nearly four years since I've last visited The Legend of Zelda series, I finally began a playthrough of another entry. Out of all the mainline Zelda titles I'm familiar with, I chose what's arguably the most different, that being The Legend of Zelda: Skyward Sword.

Understood to be the earliest entry in the Zelda timeline, Skyward Sword was interesting to play for the chance to understand the series lore alone. In short, and just like with many other series titles, the player-character protagonist Link must destroy an evil from overtaking the world by reclaiming various powers and tools, including the Master Sword and the Triforce. However, it's a far more convoluted practice with many steps involved to accomplish. In fact, the game opens up and continued onward when I thought the playthrough was nearing its end but actually had only completed about one-third of the story. Needless to say, the game was far longer than I had anticipated it to be since I'm generally aware of the length of other series titles. Nevertheless, the playthrough didn't overstay its welcome since so many narrative events followed one after another without losing momentum.

On that note, dungeon layouts, locale exploration, puzzle design, and sequencing within each section of the game is high quality. Toward that one-third mark, I was a little surprised by how the game was only going to introduce three major areas to explore. Instead of many regions to explore, the game instead employs use of backtracking through previous areas to discover new areas after acquiring new tools and abilities. So, while there are only three regions, there are more like ten proper dungeons to overcome which all feel unique from another. Of these, my favorite section of the game—though still annoying on some level—strips Link of all of his equipment and forces the player to stealth through the area to regain it, piece by piece. At the same time, there is also a day and night system which determines in-game events and encounters within the hub area. Periodically as the narrative progresses, side quests become available often in the form of townspeople requests. It always seemed like there was something else to do beyond the main story objective.

But as I mentioned above, Skyward Sword varies from all other entries in the franchise by capitalizing the Wii's motion capabilities. As a result of the game's motion controls, combat feels fluid—arguably too fluid and haphazardly, actually. While playing, I generally reached a point of frustration when play sessions became too lengthy, though I can't say outright that's it's a fault of the game but, rather, from myself hurrying too much. As enemy patterns become more complex, combat requires more patience and strategy to strike through their defenses. Of course, there certainly were times of difficulty in getting specific attack movements to register. Also, for about the first half of my playthrough, I quickly began experiencing wrist pain in both hands as a result of hasty movement. So, a lot of my playtime during the early game was segmented into much shorter play sessions than I'd have liked. After a few days away from the game, though, that sort of pain subsided altogether, which I'm thankful for.

Of course, even besides the divisive motion mechanics, Skyward Sword is far from a perfect game, though much of my critiques are more like annoyances. Accompanying Link, a tutorial-like companion named Fi is also a part of the adventure, and I found them to be generally irritating. While other Zelda games have this sort of role filled, Fi's appearance is far more egregious than I what I remember other games having. At any given time and with high frequency, Fi appears to provide hint alerts and general narrative interruptions to simplify what's immediately already been stated. It's a lot of hand-holding dialogue that gave me the impression that the developers had little faith in players discovering what all the game introduces on their own. On a more surface level, nearly all of Fi's dialogue is an analysis of some kind or something that mentions probability, and it only reaffirmed their featureless expressions and behavior to be likened to what I regularly thought of as a modern AI assistant. Apart from Fi, it did not take long for me to be disappointed by how the screen's overrun with UI elements. Though as my playthrough neared its end, they fell into the background. One final thing worth mentioning is the frequency of item prompts and description windows screens appearing. While it makes sense for some sort of item prompt to appear when new items are discovered, they appear each time an item is collected when moving from one area to the next. Out of everything, this was the one constant annoyance regularly taking place, and one that so easily could have been avoided.

Despite its longer playtime, Skyward Sword kept me fully engaged from beginning to end. Were the motion controls absent, I think many would think more highly of it, although I think they're implemented well enough and succeed in setting the game apart from previous titles. Also, it was interesting to think about the sort of feedback Nintendo received from The Legend of Zelda: Skyward Sword and how they applied it to The Legend of Zelda: Breath of the Wild, a game that emphasizes self-discovery.