⭒˚。⋆ 𓆑 ⋆。𖦹
I don’t know why I expected a Zitron-esque lambsating from fortune.com, but reading the article is disappointing,
But for 95% of companies in the dataset, generative AI implementation is falling short. The core issue? Not the quality of the AI models, but the “learning gap” for both tools and organizations. While executives often blame regulation or model performance, MIT’s research points to flawed enterprise integration. Generic tools like ChatGPT excel for individuals because of their flexibility, but they stall in enterprise use since they don’t learn from or adapt to workflows, Challapally explained.
Sure. Let’s blame anything but the AI 🙄
The Surge 1 & 2 are massively underrated. They’re not without their annoying issues but even despite them I can enthusiastically say I enjoyed my time with those games. 2 was a big improvement as well. I’ll get around to revisiting them sometime and doing a second playthrough.
I never even got terribly far in the first LotF, it just straight up did not feel good to play. Everything was just a bit too clunky and jank around the edges. I intended to check the second one out but never made it a priority, guess I never will.
I’d absolutely take a Surge 3 from the other guys though!
Thanks! Yeah, only the first score extend. I’ve been trying to figure out the game on my own since I kinda treat these things as puzzles, but I think I’ve really maxed out what I can understand and it’s time I watch a video or two of a pro playing. I have a general concept of how things work, but I often forget where the hidden bees are. I’ve memorized a bunch of patterns but I still don’t really approach things with a “plan”, mostly just survive and pick up bees when/where I remember them. I also probably hold onto my hypers too long to use on the midboss and endboss, I could be more efficient with them.
Had no idea I was so far off on the scoring, though, oops. I can get the hidden extra on Stage 3 before getting the extend pretty easily, but I’ve only ever been able to get into Stage 5 twice as it is. I thought my barrier was skill, but maybe it’s scoring (AND skill). I appreciate the advice!
I really like The Quest for being a simple first person, dungeon crawler RPG. There’s an overworld and towns and a story, so it’s not just straight dungeon crawling. Nothing mold-breaking, but for a mobile game that I just want to fill some time when I have nothing else in my pockets, it absolutely does the trick.
https://github.com/sayucchin/P2-EP-PSP/
This isn’t the CJ Iwakura patch, but if you’re not into fan translation drama that won’t mean a whole lot to you. It’s fine!
I understand, and trust me, I do try to be sympathetic to the myriad issues people can encounter switching to Linux. But I’m primarily a PC gamer and I’ve been and to make do. I can play popular titles like Elden Ring and Persona 5 Royal as well as competitive titles like Trackmania 2020 (and even install all the mods I want through OpenPlanet which doesn’t have explicit Linux support).
There is for sure a cost that comes with Linux, either learning how to troubleshoot that performance issue or accepting it. But I’m advocating for an awareness of the cost of the tradeoffs staying in Windows; losing control over your hardware.
It’s worth periodically reevaluating, and not being able to play games with anti-cheat is kind of the point because the AC itself is becoming an obscene and unreasonable ask on their end.
I understand your skepticism, but see my other comment on topic RE: TPM 2.0
It’s basically locking down your desktop the same way your phone is locked down (unless you’re one of those nerds running GrapheneOS or the likes, in which case good on ya). Theoretically this could be good in that a totally locked environment is easier to verify and shouldn’t require kernel level anti-cheat anymore. But you know, at the expense of surrendering low level control of your hardware to Microsoft and the likes.
This is incredibly gross to say the least.
Fucking hell … And there it is. I’ve been predicting it this whole time, the insidious reason that Microsoft requires TPM 2.0, remote attestation. DRM.
https://www.gnu.org/philosophy/can-you-trust.en.html
In the past, these were isolated incidents. “Trusted computing” would make the practice pervasive. “Treacherous computing” is a more appropriate name, because the plan is designed to make sure your computer will systematically disobey you. In fact, it is designed to stop your computer from functioning as a general-purpose computer. Every operation may require explicit permission.
It’s why the requirement and big push with Windows 11. To make this more effective you need to baseline it, and what better way than as a mandatory requirement for a mandatory OS upgrade. It’s why they don’t care about trashing all that old, “incompatible” hardware. This is the steel fist closing.
I hate to be the typical Linux guy, but get the fuck off Windows NOW. Do it yesterday. This is only the beginning, there will be more. Do you like how your phone is locked down? Do you wish your PC was the same?
This is the biggest factor for me now, too. Not to go all old man Millennial, but humor me for a second:
I’ve been playing games since the NES era. The scene used to be a lot slower and while I never played every single game that came out or even every console, I was enough of a hobbyist that I could still follow all the major developments. These days, there’s simply TOO MUCH. And I don’t mean to imply that an abundance of choices is bad, just that it’s an absolute firehose that no one person can follow. You have to dedicate yourself to your specific interests, your specific niches. These can well be served by indies and the whole back library of games.
Because that’s the other thing, we’re starting to more thoroughly recognize games as art, as a library rather than as pure content. Unless you are absolutely committed to sucking on the end of that firehose to catch all the new content at its zenith, what’s really the point?
Fuck man, it’s time to go back to the NES for me, pick up all those games I never beat as a kid and sink 10,000 hours into learning how to speedrun some of my favorites. There’s simply no need to spend $70-80 fucking dollars on subpar, rushed, exploitative content. Fuck 'em.
You’re describing neurosymbolic AI, a combination of machine learning and neural network (LLM) models. Gary Marcus wrote an excellent article on it recently that I recommend giving a read, How o3 and Grok 4 Accidentally Vindicated Neurosymbolic AI.
The primary issue I see here is that you’re still relying on the LLM to reasonably understand and invoke the ML models. It needs to parse the data and understand what’s important in order to feed it into the ML models and as has been stated many times, LLMs do not truly “understand” anything, they are inferring things statistically. I still do not trust them to be statistically accurate and perform without error.
Absolute trash statement, I really hope this bites them.
They’re just repeating a lot of the same misinformation that Pirate Software had been saying, the exact things that had riled the gaming community and caused this latest wave of action. We’re already primed to discount the points they’re trying to make and it shows exactly how disingenuous they’re being.
Positively, I hope this reflects some true fear on their end.
Private servers are not always a viable alternative option for players as the protections we put in place to secure players’ data, remove illegal content, and combat unsafe community content would not exist and would leave rights holders liable. In addition, many titles are designed from the ground-up to be online-only; in effect, these proposals would curtail developer choice by making these video games prohibitively expensive to create.
As has been stated over and over and over again, private servers used to be an option until the industry decided they weren’t any more. If the result of this is that it forces the industry to not make shitty, exploitative games, that’s still a win for the consumers. I would rather have no game at all than something that psychologically tries to exploit my FOMO and drains my wallet.
I keep screaming about how the TPM 2.0 requirements of Windows 11 are insidious due to the ability to implement remote attestation now. I don’t think they’ll spring the trap immediately, but it’s locked and set and you’d be a fool to believe it won’t happen eventually.
Remote attestation allows changes to the user’s computer to be detected by authorized parties. For example, software companies can identify unauthorized changes to software, including users modifying their software to circumvent commercial digital rights restrictions. It works by having the hardware generate a certificate stating what software is currently running. The computer can then present this certificate to a remote party to show that unaltered software is currently executing.
I suspect handhelds are going to be the future for awhile now. It’s not just out of a growing demand or simply because portable graphics processing and battery power have improved (although those factors do help) but it’s another chance to:
Those first two aren’t particularly surprising, they’re the key elements that Nintendo has honed in on while Sony and particularly Microsoft continue to struggle. Microsoft feels like they’ve just left XBox to languish while they focus on Game Pass as a means to ensnare you into their economy which is why they’re first down this path, but I think Sony will follow shortly. In an ideal world, I’d love to see Sony get back to hardware manufacturing with a Vita like device you could load Linux/SteamOS onto. Vita was a great little product, done so dirty. EDIT: I know the Portal exists, but that’s mostly just a dumb receiver as far as I understand it. Still, they’re already not too far off … come on guys, just a little further.
But moreover it’s that last point, really. It’s hard to continue to push out these extraordinarily big budget, bordering on AAAA (lol) territory games that continue to flop. I know the Switch 2 is already doing stuff like Cyberpunk 2077, but that stuff can still be hell on battery life as well as requiring lower resolution and lowered visuals in portable mode.
I feel like Nintendo is making a big mistake pushing that 4K60 envelope with the Switch 2, although I see why they made that maneuver. The Switch was perpetually underpowered and they felt the need to close that gap, but they already struggle to push out big budget tentpole franchises as is illustrated by Mario Kart World being the only big release title. Also, I just want to generally point this out, Nintendo suffers from needing to up the stakes. It’s what lead to Mario Galaxy being such a grand adventure, then Odyssey going even bigger than that. Now we have Kart World because … gotta get bigger than 8 Deluxe somehow I guess.
I don’t know what any of this means or where it’s going, I just wanted to try and call out some of these observations. Turbulent times ahead, I don’t know that anyone really knows what the next 2-3 years will look like.
You’re not wrong. You didn’t even stick around for the pole dancing boss! https://youtu.be/m4f4z6fZh1I?t=651
Yes! The original Code Vein is one of my guilty pleasures. It’s very rough in spots and a lot of the levels feel like they’re just hallways to connect arenas, but there’s still a lot of fun to be had if it looks like it might be your kind of thing.
The character had a ton of options and the character builds in game let you unlock skills from classes for permanent equip so you could start to blend the classes together to your liking, creating some really cool builds if you put some thought into it.
It’s a silly game, but one I recommend if you’re just looking for a bit of fun and not expecting an overly engaging experience.
…
It’s been a few years, actually reinstalls
YES! Thank you, finally someone else who sees it!
In my opinion, Deathloop is a spiritual successor to the OG System Shock as well. System Shock 2 and Prey (2017) both adopt RPG elements which is all well and fine, I adore both those games, but OG doesn’t have them and leans more on the interplay of immersive systems, really giving credence to the immersive simulation labeling that feels a bit more obtuse these days.
In OG System Shock, I really do feel you’re supposed to play with the Mission difficulty maxed so you have a time limit. It’s fine if you don’t, I’ve still never beaten it with the time limit on either Enhanced or Remake, but hear me out. System Shock (especially the REAL OG release) was an older game where you were meant to invest more time into it. You were supposed to do new game runs where you start from scratch, learn the world, learn the systems, and push further every time. It becomes more menacing when SHODAN is a real opponent that you can literally “lose” the game to.
Modern gamers don’t really tolerate that kind of stuff because losing a good run to an 8 (or 10) hour time limit feels like a waste of your time, and I can sympathize with that. That’s why Deathloop pulls the idea of runs into a metacontext where you’re reliving the same day over and over again, learning the layout of the different areas at different times of day, making use of the tools available to you until you’re ready for THE DAY when you do THE RUN and basically speedrun the game.
Part of me wonders what a Deathloop without Wenjie’s preservation mechanic (I forget what it’s called at the moment) would look like where you’re forced to re-gather your favorite weapons from their specific locations each run would look like, too. But I get why it was included and I’m not ready to say it would 100% be a better game without.
Oh and Julianna obviously acts as the SHODAN antagonist stand-in even though I know their personalities and motivations are very different. You get how having an ever present, somewhat omniscient foe hunt you is kinda the same.
There’s more but I won’t ramble any further. I know they’re very different games, but you see the outline, right?
EDIT: Of course there’s copious amounts of Thief and Dishonoured DNA in there, but I’ve actually never played those so I have less to say about it. I promise, I’ll get on it someday, I swear!
I think a lot of it is timing, too. Remember, the first Torchlight was 2009, we’re talking pre-indie craze. There’s been no Super Meat Boy or Fez yet, I think. ARPGs hadn’t absolutely flooded the market yet and seeing a very competent and stylized, if simplistic Diablo-like back then could generate some interest. That carried on to the 2nd, which had a lot of improvements.
There’s a bunch wrong with 3 and Infinite, but they were also competing in a saturated market and, you’re right, the Torchlight “brand” didn’t really have enough luster on its own to carry a series.
EDIT: Diablo II was 2000 and Diablo III would be 2012. We were fucking starving back then.
I absolutely recommend it! Slope’s Game Room has an excellent, 2 hour retrospective you can put on while you work if you want a pretty good deep dive. Other than that, I recommend getting yourself set with some emulators so you can kind of dig through the series. A lot of the early games are difficult and I think it’s perfectly fine to kind of just pick through them a bit, get a taste, move on, return to the ones you like, etc.
You can absolutely feel the arc of design elements through the early series up to the pinnacle, Rondo of Blood. That’s because it was all being done by Konami teams, often who knew eachother or were handing the projects off. Rondo hits this sweet spot where you can feel the inspiration of old vampire novels combined with dramatic stage plays (the stages have dynamic names like Feast of Flames instead of just area descriptors), told with 80’s anime cutscenes, wrapped into a videogame package. It’s truly a work of art that both wears its influences on its sleeve and also that couldn’t really exist the way that it does in any other medium. So where do you even go from there? Symphony of the Night! It takes everything that works about Rondo and kicks it to 11 while flipping the franchise on its head with an absolutely rocking soundtrack and sprawling castle. You can enjoy these games in a vacuum, sure. But playing the series up to that point gives you a real appreciation for what they were going for and how they accomplished it. I don’t even think you really need to play them in order because going back and returning to previous entries almost feels like fitting in missing pieces of a puzzle.
The series flounders a bit when it hits 3D, but it will always have a special place in my heart. Koji Igarashi takes the Symphony of the Night formula and basically owns the handheld world, especially from Aria of Sorrow into the DS trilogy, A++. Ultimately I think he developed that formula enough on his own that breaking it off into the Bloodstained series feels right and good, I think he’s better off this way not weighed down by Konami and the Castlevania franchise, but in this way, we still feel that arc of development. Bloodstained: Ritual of the Night actually took a bit to grow on me, but once it did, I saw it as the most Igavania game that ever existed, he has refined the formula.
All this to say that we just don’t get experiences like this anymore, where series have the proper time to cook and develop. Instead we get Concord where they pour millions into something and try and ram it down your throat, “You WILL enjoy this new franchise. You WILL pick one of these characters as your favorite to get invested in, even though we’ve given you no reason. You WILL make this your ONE game you play because … reasons?” Ditto Marathon. Ditto MindsEye (likely). Ditto all the other rubbish they keep pushing out.
EDIT: OH MY GOD! And the Castlevania DLC for Vampire Survivors, how could I even forget. It’s been a Castlevania wasteland for years and that DLC is some of the best I ever played. Completely the Richter scenario and getting to the end of it legit made me cry, it was such a love letter to fans and felt like a huge emotional, respectful sendoff for the series that Konami will never give us 😭 It’s so good, if you’re a Castlevania fan you should absolutely play it and if not, save it til the end because it’s incredible and bittersweet.
As to boycotts, your individual purchases always matter; not just with what you don’t buy but also what you do buy.
Agreed. I’m having a bit of a hard time articulating my ideas properly.
I think my overall point is just that it’s really hard to organize purposeful and effective boycotts these days, especially since no matter what the issue, there’s usually a counter movement dampening it. Whatever market forces are causing these companies to register the lack of interest and disdain the consumer market has, I’d like to identify it and capitalize on it because when the market adapts, it most likely won’t be to the consumer’s benefit.
You could live quite happily off indies these days, but it’s hard to ignore the thrashing leviathans. I’m not sure how much I really care about them anymore, but they do take up a lot of the oxygen in the room. And they seem to control a lot of platforms/storefronts as well …
One of the things I’ve been thinking about a lot lately is media literacy as it relates to gaming - specifically about the design conversations developers are often having amongst each other that players only vaguely feel. Let me elaborate:
A good example is the Castlevania series. From early on, Castlevania was always both refining and reinventing itself. Vampire Killer and Castlevania feel to me like a kind of A/B testing to see what hits. When Castlevania prevailed, they immediately began iterating on the formula with both Simon’s Quest and Dracula’s Curse figuring out different modes of gameplay through nonlinear level design and changing characters. Super Castlevania IV was already a remaster of sorts starring Simon Belmont. Of course followed by the all time greats Rondo of Blood and Symphony of the Night. It had trouble jumping to 3D with the N64 entry which was just called Castlevania again and eschewed the burgeoning Metroidvania/RPG elements of its predecessors.
This eventually leads us to Lords of Shadow which I can certainly respect as a good game with a dedicated following, but it never appealed to me and I had a hard time putting my finger on why. It’s because it’s not just a reboot, but one that kind of wholesale grabs the QTE/cinematic/rage mode game mechanics of the 2010’s and stuffs them into a Castlevania package. It’s difficult to say anything isn’t a “true” Castlevania game in a series that was already very loosely defined as “gothic action probably with Dracula somewhere?” but it had very firmly stepped away from the conversation of its own series.
Even if you’re new to the Castlevania series today, I think you can find great satisfaction in trawling through the depths of the franchise, playing them in chronological release order, and appreciating the various thematic and gameplay elements that each entry contributed to the series. I think gamedevs could learn a lot by looking at this evolution, too. Take look at the Release timeline and note the space in between early entries.
Nowadays, a big game will spend multiple years in development. Inspirations it may have taken from the gaming landscape are years in the past, assuming it even picked up on them when they were peak. When that theoretical game exists, someone may then take inspiration from it and push it into their years long development. The needle moves sooooo … slowly …
And because of that, as we all know, they’re willing to take less of a risk on creating innovative games. There’s this prevailing notion that there are only “good” and “bad” game design concepts and if you mash enough of the good concepts together in a package, you’ll have a good game. They’re all homogenizing because they’re no long trying to deliver on a product to entice you to play it, they’re trying to force a platform/market on you. Take a look at Concord or Marathon or MindsEye or any of the other monumental flops. Kind of like the DCU in my mind; you know the proper thing to do is take the time to build out the world and characters by giving satisfying entries that serve people the things they’re craving. But they keep jumping the gun. If you really wanted Marathon to succeed as a GaaS, why not create a single player game first and allow players to get accustomed to the world and give them something to value to pull them away? The eagerness with which they keep sacrificing projects to snap the trap shut early and make their money back should be a big clue.
Anyways, speaking of MindsEye, I was watching this video earlier which speculates the game was supposed to be another metaverse platform called Everywhere, akin to Epic’s Fortnite. Nobody wants an everything game. Nobody wants an everything app. I don’t want ONE game that I play for the rest of forever, that’s not a thing I ever wanted. They’re trying to forcefully dictate the market at us and everyone is just gagging. As consumers I don’t think we can put effective boycotts together anymore but the market is so utterly saturated and overwhelmed that you literally cannot get people to care. It stands at the complete opposite end of what the article discusses and I think that’s worth meditating on.
The game looks fiiiiiiiiiiine but I’m already exhausted at the thought of another $80 USD price tag with DLC/microtransactions and forced multiplayer elements.
AAA studios are all doing the same sorts of things and putting just a little twist on it hoping it’ll be enough to persuade you away from all the other AAA games and studious out there doing the exact same thing.
I’m not a hater, I don’t hate your mediocre looking game that absolutely fails to stand out from the crowd, but I’m not gonna buy into your advertising for it either. To anyone who finds a home in this game and enjoys it, I’m legit happy for you. Mostly I’m just never going to think about this ever again.
It’s hilariously awful because, as a fan of the original Marathon trilogy, the aesthetic of the new game is the only thing that appealed to me; and it was stolen.
I have no interest in an extraction shooter. You can make an extraction shooter if you want, but you gotta make something that players can get emotionally invested in first. Original Marathon players won’t recognize this and new players won’t care so what was the fucking point of any of this, I’m going crazy. This industry has lost all direction
After stating its studio would be based in Bellevue, Washington, the statement explains that the “LFG” in the studio’s name stands for “looking for group,” a common internet acronym for people searching for people to play games with.
“Our first game is a team-based action game that draws inspiration from fighting games, platformers, MOBAs, life sims, and frog-type games.”
Studio named LFG and cites MOBAs as an inspiration. More MP only, GaaS stuff.
Being kinda serious for a second here, I think this is a byproduct of chasing ever higher production values in service of “realism”. The more they try to spackle over all the cracks, the more the ones they can’t/don’t become obvious to the player. Just like movies, videogames often require a bit of temporary suspension of disbelief.
I’m not gonna write a whole essay about chasing some perfect, mythical balance here, but it’s a design aspect that I feel a lot of developers just don’t consider at all. Maintaining a high level of illusion is extremely difficult and not even always all that worth it. Sometimes it’s just nice to admit you don’t know why that enemy dropped a glowing hamburger that restored 25% health, but those are the rules you’re playing by and you don’t have to question it.
The aesthetic is impeccable, but I can’t even begin to see anything from the trailer that makes this stand out as an MP shooter? I was already not interested in the slightest because I’m just not down for any sort of GaaS these days, I want single player experiences, but WTF was that?
They threw in some kinda line about death not being the end … in 2025? Death and rebirth is not a new thing. Go play Deathloop instead, I think it’s tragically underrated and the MP can be totally ignored if you like, although its asymmetric design is also interesting if you want to engage with it.
With the Switch 2 announcement, it’s kind of clear that they aren’t even trying to be a tech company anymore. While not every last one of their consoles released was a true innovation, it did feel like something that was built into part of their brand. Now we just have the Switch 2 which is mostly what you’d expect with some decent QoL upgrades.
Nintendo is pursuing the walled garden approach. You’re barely even buying a console anymore, a lot of this hardware has more or less converged. What you’re buying is access to the cultivated ecosystem. Like everything else these days, they entice you in with the big, recognizable brands and hope there’s enough else to keep you there. Emulators straight pierce that veil and it’s why they went so hard on them.
I’m not criticizing (too heavily) the people that choose to hold on to the franchises they love, but once you step outside and choose alternatives, there’s very little to bring you back. Pokemon lost me a few gens ago, honestly not the biggest Zelda fan, and Mario alone won’t do it for me. Metroid and Starfox are scattershot … Personally I’ll stick with the Steam Deck and wait for Switch 2 emulation to roll around. And if it doesn’t, there are just so many other games to play these days.
This kind of infuriates me. On rare occasions loading into the game (unmodified) it’ll glitch out and forget to render the borders for a good 5 minutes or until first teleport. Like come on! I can see it! I know you’re doing it!
Another game, Code Vein (shut up, I love it, just embrace some trash from time to time) did the same thing. I could tell because the layering was messed up and your partner’s nameplate would render over the black borders by mistake …
Disappointing, but somehow inevitable.
"This will enable us to release the vast majority of games that use it. "
So it sounds like the floodgates are opening and now it’ll be up to the users to sort out the flood of BS. None of this is truly surprising, while I’m not cynical enough to suggest their temporary stance was a quick way to score some easy points with the anti-AI crowd, we all kind of have to acknowledge that this technology is coming and Steam is too big to be left behind by it. It stands to reason.
I also understand the reasoning for splitting pre/live-generated AI content, but it’s all going to go in the same dumpster for me regardless.
I certainly think it’s possible to use pre-generated AI content in an ethical and reasonable way when you’re committed to having it reach a strong enough stylistic and artistic vision with editors and artists doing sufficient passes over it. The thing is, the people already developing in that way would continue to do so because of their own standards, they won’t be affected by this decision. The people wanting to use generative AI to pump out quick cash grabs are the ones that will latch onto it, I can’t think of any other base this really appeals to.
Shadow Tower Abyss (PS2 - FromSoftware 2003)
EDIT: Forgot to say, this game never released in English but there is a fan translation patch available that should be easy enough to find if you’re interested.
There’s a growing trend in indie games for the King’s Field-likes; Lunacid, Dread Delusion, etc. I’m a huge fan and if anyone has any other good ones to recommend, please let me know! EDIT: Just found Caput Mortem which looks like it might fit the bill near enough and also features music by Ockeroid of Crow Country notably …
But for this I thought I’d return to the roots. I’ve picked at King’s Field I (JP) and II a bit before and while I enjoy them, they’re overall still very clunky and I usually get distracted. I wasn’t sure how long I’d stick with Shadow Tower Abyss, but I feel like this one I may very well see through, I’m enjoying it quite a bit so far. That’s not to say it’s not still a clunky slog, and it’s certainly not for everyone, but there is real charm there.
(Scoring system: 1-5 being bad, OK, good, great, excellent with decimals being vibe based to push it closer to one rather than the other. For example 3.2 is meant to indicate a bit better than just good, but still not great. 3.8 might indicate close to great, but missing a few aspects that prevent it)
Sound: 3.2/5, Good. Like a lot of FromSoft games, there’s not really much music aside from the occasional musical sting which provides effective ambience. The sound design is minimal as well, but there are some very good moments of creepy thrumming, droning, and distant screeching that make it an intense environment to inhabit.
Graphics: 3.5/5, Good. What’s on display is generally competent and atmospheric, each new area has its own theme which is interesting to explore, but still, I feel like they could’ve done a lot more with the PS2 graphics. It’s certainly an improvement over King’s Field '94, but exactly how much is debatable …
The monster design is pretty good, everything has this kind of alien/abyssal feel to it. The overall theming is on point. Areas of the game have simple descriptions (i.e. Blue Light Area) that give the impression the player character is a foreign explorer rather than anyone with innate knowledge of this weird world. It’s a small aspect of world-building I appreciate.
Gameplay: 3.8/5, Good. Overall control still feels dated, but much less clunky than previous entries. The player moves at a brisk enough pace, but still slowly enough that you soak in the environment and progress feels meaningful. Being an older game you can’t really rebind the controls, but there are a variety of schemes including Type 4 which allow for the expected, modern dual analog stick looking/movement.
Combat can still be a little boxy and clunky but each weapon offers a left and right slash as well as an overhead bashing and frontal thrusting attack. Each weapon also has related stats for these types of attacks and enemies will have weaknesses or possible points of dismemberment making them vulnerable to particular attacks. Unlike some of the earlier King’s Field games, connecting attacks always feels good and has satisfying feedback.
The stats system is definitely very obtuse, even if you are familiar with From’s games and I recommend consulting a guide quickly before your first time playing. Again, as is very typical in From’s fashion, there isn’t an abundance of items but what exists is very deliberate. Money consists of these single large coins which you usually only find 1 or occasionally 2 at a time. Most things will only cost a handful of coins with healing potions being 2, boxes of ammo (for your gun!) being 1(?), and weapons and armor ranging anywhere from ~4-15. You’ll also find a plethora of items scattered throughout the game so there’s no shortage.
There is a unique balancing though as in order to heal yourself from the rare healing stations you have to sacrifice items for their value, although I’m early enough in the game that a basic Hat still seems to fully heal me from low health. In order to repair durability on your items from the rare purple repairing stations, you must sacrifice health with items like magic rings requiring sometimes more health than you currently have! This creates a tense and balanced management situation that feels like you might possibly softlock yourself by eating through too many resources, but so far hasn’t proved an issue for me. As a personal aside, I’m a big fan of playing games as they were designed so I’m doing my best to only save at the rare save points and not save state my way through the game, although this is of course up to your own tastes and discretion.
But is there a poison area with forced damage, I hear you ask? Yes, you fool, YES! Why would you even doubt it? Don’t let this discourage you though as understanding the stats system and equipping proper armor allows you to minimize the damage per poison tick such that it creates urgency as a pressure point more than a pain point. Definitely sacrificed a few lives just scouting the area out, though. Game Over means reload a save.
Summary/TL;DR Shadow Tower Abyss is a very competent dungeon crawler with a unique theme and atmosphere that’s worth exploring if you’d like to see historic FromSoft (it’s 20+ years old, as an ancient gamer I can use “historic” if I want). Miyazaki gets a lot of credit for modern From games and while a lot of that is certainly due, it’s fascinating to see how many of these deliberate design concepts have always been in their DNA.
As an aside, one day I’m going to write an entire essay on what makes a Soulslike a Soulsike. I missed the boat on the original hype and only got into them during COVID lockdown in 2020. I didn’t think I’d be a fan of the grueling, “git gud” experience but I’ve come to realize that’s not what makes those games interesting. It’s one concept and some people may find it unsatisfyingly vague, but it’s not the bonfires, or the losing souls on death, or the dodge rolling. It’s the stone-cold deliberateness. A lot of the difficulty from these games arises out of that deliberateness; what items you choose to equip and how you observe and approach unique situations. The games aren’t good because they’re hard, the specific design elements that make them hard are also the things that make them good.