Gemini: Heroes Reborn

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Developer: Phosphor Games | Released: 2016 | Genre: FPS, Adventure

Time for something I haven’t played in a while – an FPS. The ironic part is the third letter in the abbreviation as there wasn’t much shooter about it on my part. Sure, I had powers, but I still missed a rifle like crazy.

The game took place in the Heroes universe but was its own story. I played Cassandra, a young girl entering an abandoned structure together with a male friend. Soon they discovered it wasn’t that abandoned after all. Her friend was kidnapped by a couple of soldiers, Cassandra discovered she had time shifting powers, and off I went searching for her friend – as well as some information about her past.

It was one of those game with powers getting more diversified and powerful as the 15 levels went by. In the beginning I could only shift between two time periods – the past (2008) where the facility was new and undamaged, and now (2014) where it was in ruins. Think Soul Reaver, only without any color filtering. Also, time shifting was not possible if the location was inside solid stone in the other time period.

Quote from Gizmodo

Gizmodo posted an article about the movie Don’t Look Up yesterday.

I really liked Adam Withers’ comment to that post:

I think the reason so many of us aren’t really talking about climate change is because we’re fucking tired and hopeless. We’ve reached the point the characters reach in the final act – we’ve talked, we’ve advocated, we’ve “raised awareness,” we’ve supported politicians we thought would do something, and we’ve realized that there is nothing more we can do about this. Nothing more than we’ve already done. The people with the power to actually save us, who could make choices that would make a real difference, aren’t going to and won’t be swayed by anything we have the power to do. The public is too stupid, self-involved, or out of touch to give enough of a shit to put enough pressure on those people. We’re out of moves, and while we can see what needs doing, we don’t have any power to force it to happen.

So, we’re focusing on the people in our immediate sphere and trying to enjoy life as much as we can so we don’t just go crazy with grief and fear and anger. Climate change is coming, it will not be averted, and at best our only hope left is that, once the effects start really ruining life for/killing people, it’ll shake the rest of the populace hard enough that they’ll finally stand up and give a damn. But until that day, we don’t have the strength left to keep caring so much about something we are powerless against.

The Witcher: Season 2

Just finished watching the second season of The Witcher on Netflix.

  • Henry Cavill is still absolutely brilliant as Geralt. He really nails it.
  • The episode with the cursed boar guy felt like a side-quest in The Witcher 3, and I really liked that.
  • I didn’t like how they wrote Vesemir. In the game he was wise and competent, like a father figure for Geralt. In the show he was a bit of a bumbling fool and Geralt was the one that kept giving him advice. I also thought Kim Bodnia didn’t quite fit the role.
  • A bit too much fantasy politics for my liking.
  • They dyed Triss’ hair red. Good move.
  • The actress for Yennifer is okay, but I still think they should have found someone slightly older.
  • I really didn’t like how they “nerfed” Yennifer’s magic for most of the season. It felt it was something they wrote because she was too powerful and would have fixed many things too easily. Kind of like how they also treated some of the characters in the second season of Heroes.
  • It sometimes feels like almost everyone and his dog is a magician in this show.
  • I was hoping the dwarf from the games would pop up. Maybe next season?
  • They killed someone I never saw coming. Someone that was always there for Geralt in the games. I really wish they didn’t, but maybe they wanted to make it clear this is not the games.

Generally the season was okay but not fantastic. I also watched The Wheel of Time on Amazon Prime at the same time, and I liked that a lot better. More epic vistas and less fantasy politics.

What Remains of Edith Finch

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Developer: Giant Sparrow | Released: 2017 | Genre: Adventure, Facile

This is probably the best walking simulator facile adventure game I have played so far. The variation of the minigames told through the stories of the family members was out of this world, as was the detail of the abundance of small prefabs inside the house. A lot of love went into this game.

The game told the story of the Finch family, as the protagonist moves through the many rooms of a house with strange protruding expansions on top. At first it felt a lot in the vein of Gone Home, which also moves you through various rooms of a house, telling a story. But this one was superior because of the individual stories of the Finch family. It turns out all of the family members are deceased, and most of their stories explain how their death came about. It was often weird or dramatic.

DeepYouTube

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In the end of August I introduced a new SID handler in DeepSID. But not just another emulator – this one allows you to play YouTube videos. This was something I added after I recently discovered that YouTube actually has an IFrame API that allows you to control YouTube videos using my own controls.

I made sure to make a full package out of it in the first release. Each SID row has support for up to five tabs, each with their own YouTube video, and a context menu option makes it possible to edit these tabs and even set one as the default. Even the individual subtunes of a SID row can have their own set of tabs.

Later I also added support for the ?t=123 time switch.

One of the final touches I added before releasing it was to make sure all SID rows were disabled until one or more YouTube videos were present. This instantly spawned a dark ocean of silent SID rows everywhere. Time to start adding YouTube videos. I eagerly flexed my fingers – and then it dawned upon me.

There are tens of thousands of SID rows, and I have to add this manually. 🙄

The Old City: Leviathan

Developer: PostMod Softworks | Released: 2014 | Genre: Adventure, Facile

Time for another short one that took me approximately two hours to complete. It was a thoroughbred walking simulator facile adventure where all I could do was explore by walking – or light running that was actually just faster walking – open doors, read typewritten letters mostly glued on walls, and sometimes listen to a sentence or two by… myself? A friend?

That was sometimes hard to tell, but his audible acting was excellent.

Most of the time it was borderline pretentious nonsense, but there were exceptions where he aired a philosophical opinion that was actually interesting for once. Like the stuff about depression and suicide, for example. And then it was back to “truth having to be compatible with itself” and blah blah blah.

Fortunately the surroundings were often detailed and pretty, although also infected with reusable prefabs such as conspicuously dead rats and an abundance of littered soda cans. It did start out with samey rooms, corridors, pipes and factory stuff that perhaps overstayed its welcome, but it soon meandered into surreal crypts, medieval architecture, a beach with flooded trains, a subway, and the return of an enormous Minotaur statue. And several of the total of 11 chapters ended by me leaping into nothingness.

Sometimes it felt like sort of a surreal version of INFRA.

Apart from just walking around, I sometimes found and unlocked a cube. I found a total of seven of these. I don’t think they served any other purpose than as a collection to see if I explored thoroughly. Most of the levels had multiple paths around the facility. Having to accept missing out on a hallway or two was not uncommon. Later I learned to postpone opening doors clearly marked as the exit.

7/10

NaissanceE

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Developer: Limasse Five | Released: 2014 | Genre: Adventure, First PersonSpoilers: Medium

June 19, 2021

I’ve played almost 4 hours of this exploration adventure game today and it is probably the most egregious example of a game I have a strong love/hate relationship with. It has the most epic levels with an expanse I haven’t seen probably since Lord of the Rings Online: Mines of Moria. I’m a drooling sucker for such things, and when it also have really interesting architecture like it did here, I’m definitely in for the long run.

Unfortunately, the wonderful walks or casual jumping was sometimes spiced up with demanding jumping puzzles, some of which were downright sadistic. I don’t think I’ve been cursing and shouting like this at a game for years. Sometimes I was wondering if the developer was secretly hating its audience, especially during a tunnel sequence on a long rotating shaft.

But I get ahead of myself.

Etherborn

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Developer: Altered Matter | Released: 2019 | Genre: Platform, Puzzle

Another short one. Took me less than 3½ hours. Not that I mind – I like short games these days. I’m trying to dry out my backlog, so it’s usually either that or a sample for my blog series about short sessions.

Etherborn was a third person puzzle platform game with a beautiful art style. The rules were actually quite simple. I could change the direction of gravity by walking around certain curved edges, changing floors into walls or ceilings. Gems picked up could be put in placeholders to e.g. slide out a bridge, swoosh in a piece of additional level structure, or raise a set of stairs from a pool of acid.

This was the second game I played with my Xbox One gamepad. The subtly tilted or skewed camera angles didn’t work well with keyboard and mouse. Good thing I’ve found my peace with gamepads.

For the most part I enjoyed this casual game. Apart from the brilliant graphics and a generally good feel of controlling the transparent silent protagonist, the music was also exquisite. I especially liked how the music moved into complex jazz chords in the the most intricate parts of the fourth level. That was fitting.

The game did have some issues, though.