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Joined 2 years ago
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Cake day: September 3rd, 2023

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  • I tried to read that article. You’ll notice that the end of my message refers to the Steam rating system, which is mentioned towards the end (or at least I think it was the end) of that article. Problem is, this site is utter fucking shite, and most of it was obscured with scrolling tracking ads as I always trying to read. So yes, I missed the part about it just being a form to fill.

    As for “official”, yes, I know PEGI/ESRB/Whatever are industry-controlled. But for better of for worse, they’re still used as reference, and they’re third party (though clearly not that independent). It’s still different from declaring yourself what your game contains.





  • It’s somewhat useful, but it’s not my favourite way to overcome obstacles because swimming is very slow and kinda janky.

    The thing is, in theory, you’ve got several echoes and strategies that would let you cross a ravine or climb up a cliff. For example there’s several floating monsters that can carry you, one that you can grab as it climbs walls, and those flying tiles from aLttP that you can ride (that one’s kinda cool. I wanted more like that).

    Water cube is just the one that works in almost all situations. And a big problem in this game is that it’s a pain to switch echoes all the time, so water cube is one of the few you’ll have in speed dial most of the time.


  • My main problem with this game is how it has maybe six or so useful things you’ll be spamming most of the time for convenience.

    I was on board with the concept, but they didn’t carry it far enough. There were simply not enough situations requiring clever use of items, and most items/monsters felt useless compared to a few that just worked better in most situations.

    Breath of the Wild and Tears of the Kingdom did a really good job of creating open-ended problems and letting you experiment with all the tools you got. I think Echoes of Wisdom should have focussed more on that.

    The fact you can at any moment trigger a time-limited Link mode which is basically standard LoZ combat and makes the game ridiculously easy is a sign they did not believe in their concept enough. If your main gameplay loop becomes so tedious you implement shortcuts to avoid it, you’ve done something wrong.






  • I actually never played old Tetris, even though I had a NES and a gameboy. I was kinda late on the Tetris bandwagon.

    There’s a sort of NES Tetris mode in Tetris Effect. Having played mainly “modern” Tetris, like DS, standard Effect and 99, I just hadn’t realized how I’d miss all the little things that were refined around the 90s. No hard drop, no super rotation, completely random block distribution, no hold… Rough.

    Weird that a game that looks exactly the same could feel that different.