Lumidyne 1.2 is out now! This update to our little Arcade Stealth game features some QOL improvements and a bit of polish here and there. Perfect time to check it out if you haven't already!
https://t.co/X2PazZWloT
The story gets crazy in a really entertaining way typical of old adventure games like this. I only got the Good Ending and not the Best Ending, which is rather easy to miss out on. There's a GameFAQs guide by CypressDahlia if you're interested in at least avoiding the Bad Ending.
Having to worry about oxygen creates a natural wrinkle to indoor exploration, where you'll find yourself quickly searching new areas to find a pocket of air to use as your anchor point before trying to solve any puzzles. Some of those puzzles are a bit tricky to figure out too.
B.L.U.E.: Legend of Water [1998] is a curious underwater adventure game about exploring the depths alongside your dolphin buddy Luka. I'm impressed with how well the swimming controls work, especially considering it wasn't even designed for analog stick control!
Unfortunately, that means there's no camera control either, and that will cause some trouble. Thankfully Luka is here to help with a few different AI settings to choose from. Usually, you'll have him set to Exploration, where he will chirp at you near points of interest.
Gameplay is mostly wandering from one story flag to the next, and often you won't have a clear picture of where you need to go. If you'd like to cut down on bumbling around, the translation patch does come with a minimalist walkthrough. Get the patch here:
https://t.co/668YRUz3CZ
...Iru! (Translated to "...They're Here!") [1998] is a first person horror adventure about the deadly night on which a handful of students stay late to prepare for their school festival. Has a dark foreboding atmosphere and isn't shy about killing characters off in brutal ways.
Your character often comments on spots that seem like good hiding places, but situations where you need to hide are both heavily scripted and very rare. A hunting monster roaming the halls could have ramped up the tension considerably.
It feels like this is the game where the worldbuilding really starts to show its scope on a continental level. Though the Crossbell arc could mostly exist in a vacuum, the story behind why that might be the case is very compelling and sets the stage for the future of the series.
Trails to Azure [2011] greatly benefits from having an entire prior game to set up its characters, their motivations and their politics. Having played the Cold Steel arc already, I was impressed to see just how much of Azure connects to those future games.
As with the other Shadowrun titles, there are parts of the game that feel a little janky and lacking in proofreading but the overall experience is well worth your time.
Shadowrun: Hong Kong [2015/2016] is another fantastic CRPG that focuses on heavy world-building, deep conversations about humanity and tons of player choice in its focused mission design. Once you're on a run, there's no going back until it's done.
I thought the Walled City storyline was a great fit for a cyberpunk story and I also appreciate that the surprisingly beefy free expansion followed up on a loose end to give the story a definite conclusion.
Safehouses have, on a cooldown, infinite copies of any weapon you've found, making for a very easy game overall. Add to that some Psychopath designs that are more embarrassing than they are memorable and you end up with a game that just kinda washes over you.
Dead Rising 3 [2013] features the most accessible combat, crafting and driving in the series yet. That said, it's all held back by the least engaging location in the series by far: the four open zone districts of Los Perdidos.
Many buildings can't be entered, which when combined with the size of the districts and the ever-present zombie threat, really discourages exploration. You'll find your eyes drawn to the minimap constantly. If there's a collectible blueprint there, you'll know that place matters.
Something annoying is that the game frequently wrenches control of the camera to show you points of interest. It even happens in chase sequences, which will absolutely get you killed. There are also some situations where enemies spawn indefinitely, which feels wrong for RE.
Resident Evil 6 [2012] is a thrill ride from start to finish, full of explosions, impossible acrobatics and cheesy one-liners. Isn't this one supposed to be unpopular? Played it in co-op which features many setpieces that creatively separate the two players.
It has controls that suit an action game way better than RE5, with the ability to melee without a prompt and take cover against most walls, as well as being able to slide, dive to the ground and aim from there, too. Genuinely I think this is a better game than RE5.