this post was submitted on 28 Apr 2024
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Playing LUNARiA -Virtualized Moonchild-!
Slow progress, currenty going through chapter 5. As I predicted last week there's some trouble brewing with the cute AI girl, though they started earlier than I expected. Let's see how things develop from here on.
Playing Prince of Persia: The Lost Crown!
This is definitely a Ubisoft game, ran into a bug that forced me to close+reopen the game only a few hours in - I accidentally "skipped" a boss because it glitched and threw me past a closed door into the next area 😅, but luckily it didn't autosave so I just had to replay a that particular section. I also ran into a few more smaller gliches, nothing gamebreaking but definitely annoying when I'm coming from bug-free experiences in similar games from small developers.
As for the game, it's pretty good! Nice exploration, plataforming is fantastic, and I'm enjoying the puzzles. Not a big fan of the combat system, but it's more a matter of preferences than a problem with the game, it has a lot of focus on the parrying mechanic which is not something I enjoy.
Could definitely use more fast travel and save spots, though at least you don't lose anything when you die, you go back to the last checkpoint keeping everything including the map and collectibles you may have picked up. One really neat QOL feature is the ability to take screenshots and attach them to the map, makes it easier for you to remember "why didn't I go this path" or "which powerup did I need to go that direction".
That's a nice. I often wish for something like this in metroidvania. Also, like when death isn't a big penalty. I am having that issue with Ori and the Blind Forest right now. Out of energy to save, so have to do a particular bit of platforming and pick stuff up again when I die, but it's almost a decade old game, so this can be forgiven.
I like that Ori tried to experiment with the save/load system, but I feel that the whole "save anywhere as long as you have energy" thing ended up being worse than traditional checkpoints in that game.
I am all for devs trying out new thing. And when you try out new things, sometimes they don't do as well as the tried and tested option, but that's the cost of innovation.
Personally I didn't have much issue with it, except for that small patch in Forlon Ruins. Though hope they improved these things in the sequel.
Will of the Wisps just uses checkpoints.
The second game drops a lot of the experimental things from the first game in favor of things you usually expect in this genre. Loses some originality but it's a more solid game IMO.
Yeah, I recall you mentioned that before. Not going to play it right after Blind Forest though. Have a long list of other games to go through first.