In Pewdiepie's Amnesia The Dark Descent videos, which he made when he was just starting out, he hides from a monster, then knocks some barrels over accidentally, alerting the monster. He then made a joke about the barrels working against him.
You now know how far Pewds can run a joke into the ground.
It's a Sokoban style thing where you roll goo cubes around. But instead of the movement being scripted directly to the grid, it's done by an inconsistent physics engine.
Like, about halfway through the first game you have to roll your cube over single holes in a high-rise, but sometimes it just doesn't work and falls through, or the cube spins a bit in the air while crossing the hole and ends up offset by half a grid unit. Or you have to go over a hole, push a cube on the opposite side, and end up in the target's old space -- but instead your cube stops while pushing the other one and falls through the hole. Keep in mind it has digital input so there's no way to moderate or adjust your speed and momentum and make this less likely. Later levels make you do so many of these operations that completing it becomes a dice roll.
The second game introduces more things that would be interesting if they weren't also fucked up by bad physics. Places where you have to skirt the cube along a transverse edge, and it'll just randomly fall off. Floor pieces connected at an angle that are clearly supposed to have a couple grid slots' worth of spaces that can support your weight, but rolling over them or pushing other cubes over them will randomly offset it by a fraction of a grid space. Stairs, which will almost always offset you from the grid. Ink cubes, which restart the puzzle if anything touches their ink stain -- but are often placed at non-grid intervals and it's nearly impossible to predict their death zones (made worse by the camera pulling out really far on some later levels, which fucks with depth and how close you are to them).
Oh, and because it's physics-based instead of scripted, there's no undo button or anything.
It's like the devs never played it with debug settings off. My only consolation is that it only cost me $0.49 and might pay for itself with the trading cards if I leave both games idle for a few hours.
It's a Sokoban style thing where you roll goo cubes around. But instead of the movement being scripted directly to the grid, it's done by an inconsistent physics engine.
It's a Sokoban style thing where you roll goo cubes around. But instead of the movement being scripted directly to the grid, it's done by an inconsistent physics engine.
I bought Five Nights at Freddy's 3, and have been trying to beat it.
I read the community guides, never have I been more aware of this game having an audience of 12 year olds. Even the more helpful guides read like this
""you need to let Foxy jumpscare you because for whatever reason that makes Springtrap go to CAM 2 after Foxy has jumpscared you simply stay on CAM 2 and keep playing the audio as much as possible, if you do this right Sprintrap will go from CAM 2 to Vent 15 (CAM 15) once he is at CAM 15 close that AS FAST AS YOU CAN.""
Usually when something declares itself "The Ultimate Guide" to a game, it is not seven badly written paragraphs, five of which are about lore speculation and the remaining two of which are about easter eggs.
I'm getting back into Shipping Simulator 2013 Fire Emblem Awakening to get ready for Fates. I forgot how terrible half of these units are and how amazing like a fifth of them are. I'm pretty sure Chrom, Lucina, Robin, and Morgan could pair up however they like and annihilate almost the entire game by now, but it feels like cheating.
Also I was playing Divinity: Original Sin with one of my friends earlier today, and ran into flaming skeletons. I was reduced to buffbot because I'm playing a pyro mage who's spent most of the game so far setting half the field on fire. Like, I guess I can also rain dance and zap standing water with a lightning staff to AOE stun (which we had to do a few times), but it's nearly impossible to control that because you can't see the terrain well enough to predict where puddles happen, and you wind up stunning your own melee half the time.
While I am still pretty mediocre at it (or just plain bad depending on your perspective), it is one of the few games that I can play for hours on end without getting bored. And that is saying something given that I mostly stick to the splattershot jr. and have barely tried any of the other weapons.
I am definitely looking forward to the next splatfest, even if I know I will probably get rekted again in it, haha.
Just how far did you get with Toad? Because later levels rely on jumps he's barely capable of without a cat/tanuki suit, and jumping rhythms that get disrupted because he's just slightly too fast but not fast enough to make a positive difference.
Champion's Road with Toad was like pulling teeth -- moreso than any other character. His speed is just wrong to slip between the single-space blocks whenever you jump unless you adjust and interrupt his momentum every time, he gets so little airtime that the butt-stomp trick for the beat blocks has to be frame-perfect, and even killing the magikoopas sucked because he barely jumps high enough to stomp airborne enemies from sinking blocks.
That moment in Fire Emblem when you bring in a C-list character for plot purposes, an enemy procs Vantage + Astra on her, and she dodges all five hits because fuck yeah.
I'm running a lot of myrmidons in this playthrough too. Mostly because the dedicated axe users in Awakening are almost all fucking awful (too slow, no resist, no defense, or all of the above (fuck you Vaike)) and I'm better off giving an axe to a Hero or even just fighting lance users with lances.
Just how far did you get with Toad? Because later levels rely on jumps he's barely capable of without a cat/tanuki suit, and jumping rhythms that get disrupted because he's just slightly too fast but not fast enough to make a positive difference.
Champion's Road with Toad was like pulling teeth -- moreso than any other character. His speed is just wrong to slip between the single-space blocks whenever you jump unless you adjust and interrupt his momentum every time, he gets so little airtime that the butt-stomp trick for the beat blocks has to be frame-perfect, and even killing the magikoopas sucked because he barely jumps high enough to stomp airborne enemies from sinking blocks.
I got nowhere with Toad because I have not played the game.
I'm just saying I like Toad as a character, is all
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
You now know how far Pewds can run a joke into the ground.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
While I am still pretty mediocre at it (or just plain bad depending on your perspective), it is one of the few games that I can play for hours on end without getting bored. And that is saying something given that I mostly stick to the splattershot jr. and have barely tried any of the other weapons.
I am definitely looking forward to the next splatfest, even if I know I will probably get rekted again in it, haha.
I'm just saying I like Toad as a character, is all