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Across the Spiderverse: The Verdict

Deathly Hallows being a 2 parter was a setback for cinema. I enjoyed the film and it was visually stunning and it has some great ideas, but I think the pacing was slow in places and they could have shrunk it and added a closing act in another 30 minutes. It's hard to know whether it's justifiable without seeing the next movie, but do we really have to wait a-whole-nother movie for the characters to realise the spiderverse rules don't apply to Miles, so he can save his dad and date Gwen. Completely unrecommendable despite being a top 5 Spiderman film because that hinges on the next part /10

Doom 2016 vs Doom Eternal: The Verdict

I first played Doom 2016 and Doom Eternal in 2020. As much as I wanted to compare them, my opinions were tainted by playing them on different difficulties because Doom Eternal wasn't challenging enough at first, but then refusing to lower it once it became a bit too difficult and frustrating. Anyway, now in 2022 I've played both on normal and hard. But, I replayed them in French, so my opinion on the story is mostly from what I remember from two years ago. Gameplay Doom 2016 Doom 2016 is a good game. It's fast paced and skilful and it feels great to move around in. Supposedly many people got bored of it towards the end and didn't complete it. Arguably it *is* repetitive towards the end, but the gameplay is fun and the runtime fairly short, so I can't relate to not wanting to finish it. I don't really know what more to say than it's yet another boomer shooter. It's got varied weapons and enemies, fast movement, and a satisfying test of your mastery over t...

No Time to Die: The Verdict

For most of the runtime I was thinking: "wow, this is clearly the best Bond film (I've seen)". A lot of the Daniel Craig films are not very memorable. I couldn't remember whether I'd seen them all, but while watching No Time to Die, I felt that there were a lot of stand-out scenes that weren't just generic action/dialogue. The ending is very bafflingly awful, and I'm very bothered by it. They spend the film really giving James something to live for and then at the end he kills himself through sheer foolhardiness. Why doesn't Nomi choose to be the person who stays behind to open the blast doors? She's a secret agent. This is literally her job. She's his replacement at MI6, but she takes his family to safety, and he finishes MI6's mission, and no one tries to stop him!!! James only came out of retirement because his life wasn't eventful enough, but on the journey he found out that he's got a child with a woman who he's mutually i...

Prescriptive vs Free-Form Boss Fights

The design of boss fights in many games tends to fall into one of two gameplay patterns: 1. Prescriptive Formula Interactions with the boss are limited; a narrow sequence of moves are required to defeat it. For example the boss may only takes damage at specific times or on specific parts of it or when hit by specific moves. Typically, a prescriptive boss will have multiple phases. Each phase changes the required approach or just ramps up the difficulty of executing the required steps, giving the fight some variety. e.g. In many Zelda games, the boss won't take damage until you exploit its weakness, causing it to go into a vulnerable state, where it can take a maximum amount of damage before becoming invulnerable again. The boss's weaknesses can change throughout the fight, usually in a specific sequence. Usually the solution to prescriptive fights is made plainly obvious. The Zelda series regularly uses big eyes as weak points. It does it often enough the games can rely on play...

Outer Wilds: Echoes of the Eye: The Verdict

I can't recommend it, and I say this a huge fan of the base game. The DLC, while having similar elements to the base game, as a whole package fails to land in the same way. I enjoyed some elements, hated others, and felt like not finishing it a few times. The premise is strong but the execution weak. The ending is quite strong but can't save this flawed DLC. I understand why the DLC is less polished than the original game because it took much less time to produce and was probably conceived much later. I expect that they will modify certain things in accordance with feedback like they did with the base game. (spoilers ahead) (go play Outer Wilds) A Strong Opening The introduction to the game was incredible. Getting out of my space ship to read the tape by the satellite brought back fond memories of trying not to die in space and the sense of dread that being alone in the void brings. The Stranger coming into view for the first time and the reveal of its inside were both incredib...

Your First Time with Bayonetta

The first time I played Bayonetta I tried to not mash buttons and think deliberately about the moves I was making, but I must admit I wasn't thinking very hard about the choices I made. Looking at my combo usage, there are a few that I used over a hundred times and lots that I used less than ten times, and not much in-between. After I finished the game on normal, I tried to play on hard but got my posterior handed to me. The game defaults to hard as soon as you finish your first playthrough which I feel is a mistake. Platinum's games tend to have high skill ceilings; it's impossible to get the most out of the game's systems on the first playthrough. Playing Bayonetta on normal for a second time would be an elevated experience. Years later, while longing for Bayonetta 3 and expecting it not be released soon if ever, I played Bayonetta on normal again on a new save-file, but this time I was armed with knowledge I'd found by watching YouTube videos, and I had a total...

Design of Difficulty in the Shovel Knight Series

This is a written version of a talk I did a couple of years ago before the release of King of Cards. There's more than one way of giving a game multiple levels of difficulty. A lot of games opt for a simple difficulty slider that affects damage and health numbers of the player and enemies. However, it's well-established that this can be a flawed system when trying to optimise player fun. It's much easier to balance a game and get a good difficulty curve when designing around only one set of these constants. I will now break down my experiences playing the first three games in the Shovel Knight series and how they manage variable difficulty. No game in the Shovel Knight series has a way to choose a nominal level of difficulty, but choices a player makes in the games can affect their difficulty. Shovel Knight I found Shovel Knight very hard. The character has very limited reach in only a couple directions with his shovel and a lot of his magic items didn't feel useful eno...