Part of this is, of course, that it's another (infamously) huge ensemble cast. But this one I'll always remember because I only ever played it while hanging out with some very dear friends, and we live-voice-acted the entire thing. Everyone should play at least one game like that.
Part of this is, of course, that it's another (infamously) huge ensemble cast. But this one I'll always remember because I only ever played it while hanging out with some very dear friends, and we live-voice-acted the entire thing. Everyone should play at least one game like that.
In some ways, the idea of a game inducing synesthesia isn't all that different from the flow state most of them aspire to anyway. Rez's visuals and music go for both—it's genuinely entrancing. Somehow both driving and meditative. Especially "Fear is the Mind Killer".
In some ways, the idea of a game inducing synesthesia isn't all that different from the flow state most of them aspire to anyway. Rez's visuals and music go for both—it's genuinely entrancing. Somehow both driving and meditative. Especially "Fear is the Mind Killer".
I gain lifespan whenever players cry at the end.
I gain lifespan whenever players cry at the end.
I love multi-generational games, whether they're rooted in written characters or random-generated ones. This is the latter. Despite its core gameplay being startlingly similar to XCOM, its dynastic multi-century scope and strategy make it a lovely tell-yourself-stories game.
I love multi-generational games, whether they're rooted in written characters or random-generated ones. This is the latter. Despite its core gameplay being startlingly similar to XCOM, its dynastic multi-century scope and strategy make it a lovely tell-yourself-stories game.
Aside from loving procgen games, and loving Pokemon, the games' password systems... The way you'd post a bill online when you were in trouble, and some other player could come rescue you... It was like it worked in real life exactly as it did in-game.
Aside from loving procgen games, and loving Pokemon, the games' password systems... The way you'd post a bill online when you were in trouble, and some other player could come rescue you... It was like it worked in real life exactly as it did in-game.
Yeah, chao gardens. With the whole Sonic Advance data transfer and everything. Plus the music, the speed levels, playable Eggman (felt like a big deal)... The fact that I so readily bought into the weird stuff like an occasional "Yooosh" spoke to how powerful it was.
Yeah, chao gardens. With the whole Sonic Advance data transfer and everything. Plus the music, the speed levels, playable Eggman (felt like a big deal)... The fact that I so readily bought into the weird stuff like an occasional "Yooosh" spoke to how powerful it was.
Gameplay-wise, sure, it's not deep. Quick-time events and some fun-but-repetitive arena battles. But between the crazy anime fights, the voice-acting, the setpieces... that game is legit jaw-dropping. I cannot let my players figure out how deeply it influenced my D&D campaign.
Gameplay-wise, sure, it's not deep. Quick-time events and some fun-but-repetitive arena battles. But between the crazy anime fights, the voice-acting, the setpieces... that game is legit jaw-dropping. I cannot let my players figure out how deeply it influenced my D&D campaign.
It did not take long to feel like I was a tad above the intended age bracket for this game, even at 12. It aims at a Studio Ghibli feel, and doesn't quite nail it. But conceptually, drawing your own monsters and having them come alive? They already had me.
It did not take long to feel like I was a tad above the intended age bracket for this game, even at 12. It aims at a Studio Ghibli feel, and doesn't quite nail it. But conceptually, drawing your own monsters and having them come alive? They already had me.
I was never much of a PC gamer—never had one that could run anything too ambitious. For Lionhead games, I made exceptions. Their ideas were too wondrous and novel not to. Black and White was hard, but the idea of a "god game" was captivating. I hope GOG or someone rescues it.
I was never much of a PC gamer—never had one that could run anything too ambitious. For Lionhead games, I made exceptions. Their ideas were too wondrous and novel not to. Black and White was hard, but the idea of a "god game" was captivating. I hope GOG or someone rescues it.
The drop-in drop-out "Helper" system made this the best multiplayer game I ever had. Endlessly replayed it—sometimes, setting up me and my sister's toys in front of the TV and narrating the action/voicing the characters out loud as if the toys were watching a movie.
The drop-in drop-out "Helper" system made this the best multiplayer game I ever had. Endlessly replayed it—sometimes, setting up me and my sister's toys in front of the TV and narrating the action/voicing the characters out loud as if the toys were watching a movie.
We rented this from Blockbuster initially. My sister and I played it the whole week she was sick at home. On the way to return it, I became suddenly aware that we could not go without it, and I put all my kidly savings towards getting our own copy in the same trip.
We rented this from Blockbuster initially. My sister and I played it the whole week she was sick at home. On the way to return it, I became suddenly aware that we could not go without it, and I put all my kidly savings towards getting our own copy in the same trip.
This is the closest thing I've found to a way to translate a D&D campaign into an action game. The sheer depth of character customization, the amount of slots--I've played this over and over as 100s of my original characters. Seriously, this is a game for writers.
This is the closest thing I've found to a way to translate a D&D campaign into an action game. The sheer depth of character customization, the amount of slots--I've played this over and over as 100s of my original characters. Seriously, this is a game for writers.
I love huge ensemble casts. Fire Emblem is a big reason why. This one's setting—and professorial framing—made it the defining (original) game of the Switch for me, and I spent enough hours in it to, uh, horrify my colleagues. Wasn't perfect, but it was all I wanted.
I love huge ensemble casts. Fire Emblem is a big reason why. This one's setting—and professorial framing—made it the defining (original) game of the Switch for me, and I spent enough hours in it to, uh, horrify my colleagues. Wasn't perfect, but it was all I wanted.
A wonderful, therapeutic, now-lost piece of Wiiware. Build a town, issue quests, raise adventurers. I played it 20+ times, each time redesigning my city and growing to love my random-generated adventurers. Another forlorn hope for a remaster.
A wonderful, therapeutic, now-lost piece of Wiiware. Build a town, issue quests, raise adventurers. I played it 20+ times, each time redesigning my city and growing to love my random-generated adventurers. Another forlorn hope for a remaster.
I don't remember how I got Dragon Warrior Monsters, but it eclipsed Pokemon for me, which was a heck of a feat. The breeding system and gradually-elevating stat caps made for a perfect-feeling gameplay loop, and it felt infinite, even if it wasn't. Timeless chiptunes.
I don't remember how I got Dragon Warrior Monsters, but it eclipsed Pokemon for me, which was a heck of a feat. The breeding system and gradually-elevating stat caps made for a perfect-feeling gameplay loop, and it felt infinite, even if it wasn't. Timeless chiptunes.
2. The game that kept me going in dark times. It's simpler and softer than its predecessors. Buggy, too--my file was technically softlocked, storywise. But when I wasn't playing it, I was thinking about it. I spent in-game centuries in that world.
2. The game that kept me going in dark times. It's simpler and softer than its predecessors. Buggy, too--my file was technically softlocked, storywise. But when I wasn't playing it, I was thinking about it. I spent in-game centuries in that world.
1. Monster Rancher as a series rewrote my synapses. But Monster Rancher 2 was the first I played, and I'd run to my best friend's house on every school lunch hour to eat macaroni and cheese and go through his parents' CD library to see what wonders were hiding within.
1. Monster Rancher as a series rewrote my synapses. But Monster Rancher 2 was the first I played, and I'd run to my best friend's house on every school lunch hour to eat macaroni and cheese and go through his parents' CD library to see what wonders were hiding within.