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#they really dropped the ball on every style of riding except western
eachuisge-cc · 9 months
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I know it's a western themed pack but it does seem weird that they went with a waterfall braid instead of a running braid that you see way more often on horses
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coolgreatwebsite · 5 years
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Cool Games I Finished In 2018 (In No Real Order)
Man! Wow! 2018! 2018 was a wild year for me. I managed to deliver those elbow drops I talked about last year and ended up doing a lot of of things. I left my job and moved cross-country in the span of like 2 and a half weeks! I took a new job in the video game industry (play Ninjin and Override)! I took a trip to Vegas a week after that! I got in a relationship! I got out of a relationship! It’s been a ride. A ride that hasn’t left me a ton of time to play video games or write about video games, but I’m like 1000 times happier now so it’s probably a fair trade. No matter what though, I will always be here at the end of the year to make a bunch of terrible MSPaint banners and provide you with another one of these. Here’s a bunch of cool games I experienced for the first time in 2018.
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Shin Megami Tensei: Nocturne (PlayStation 2, 2004)
Nocturne is a game that I haven’t been able to get out of my head since I beat it. It’s so damn cool. It starts with you witnessing a demonic apocalypse where only you, your two friends, your teacher, a reporter, and the man with the world’s wildest widow’s peak survive. These people are, with a couple of notable exceptions, the only real characters in the entire game. You barely see them, and when you do your meetings are usually pretty brief. Sure, you talk to and recruit a horde of demons to your side as party members, and you interact with a handful of demonic antagonists and various demonic NPCs, but for the most part the game is just you. You, alone, wandering the weird hellscape remnants of Tokyo. It’s one of the most solitary-feeling video games I’ve ever played, and it nails this atmosphere flawlessly. The music, the visuals, the writing, every element gels with every other element so smoothly to create a prevailing, almost overbearing feeling of loneliness. The combat and gameplay mechanics are what I understand this series to mostly be like (this being the only mainline SMT I’ve played), and are fun and engaging in a way that’s not too dissimilar from the Persona series. The only knock I have against Nocturne is that the dungeon design super sucks. I’m fine with endless corridors, my love of the PS2 Persona games can attest to that, but almost every dungeon in Nocturne has an annoying gimmick to it, and they all essentially boil down to different takes on a teleporter maze. I was kind of almost dreading navigating dungeons by the time I got to the last fourth of the game, but my intense love for literally everything else saw me through. For those of you who like JRPGs and haven’t played Nocturne, I’m sure you’ve heard this plenty of times, and I was like you once. I didn’t listen. But now I’m on the other side of the tunnel, so I get to say it. You should really, really play Nocturne. It’s good.
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Splatoon 2 Octo Expansion (Nintendo Switch, 2018)
Octo Expansion is what Splatoon 2′s single player mode should have been from the start. Don’t get me wrong, the packed in single player campaign is fine, but it’s basically a level pack for Splatoon 1′s. Octo Expansion, on the other hand, is 100% fresh. Structurally it’s much more diverse, with the campaign taking place over 80 mostly-bite-sized missions with varying objectives. There’s a couple of stinkers in there, but overall the quality of the missions is much higher than what was in the original single player campaign. They can actually be pretty tough sometimes too! It was fun to see some actual challenge in a Splatoon campaign. Everything wrapped around the core gameplay of Octo Expansion is kind of phenomenal. The setting and visual design is super weird, the music is way more mellow than anything else that’s come out of the series and creates a great sense of atmosphere, and the writing is actually genuinely pretty great. There’s a lot of funny dialogue and good character moments. They made me like Pearl! The weird gremlin that eats mayo! She’s my friend now! The last half an hour or so of Octo Expansion is also straight up my favorite sequence from a game I played this year too. Don’t sleep on this thing just because it’s DLC. It’s legitimately great.
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Monster Hunter: World (PlayStation 4, 2018)
At the outset I was incredibly skeptical of Monster Hunter: World. This wasn’t entirely fair to the game, as a lot of this feeling was based on its initial E3 reveal trailer kinda sorta matching up to some mostly not true pre-E3 leaks, namely that it would be much more action heavy to cater to Western audiences and tie into the then unannounced Monster Hunter movie (which, as an aside, looks like a trainwreck that I desperately want to see). You can probably pretty easily find some tweets and posts from me around that time saying that the game looks like trash because of some misinterpreted new game mechanic. I am here to say that I am a big wrong dumbass and Monster Hunter: World is very good. You might be surprised to hear this, but it’s Monster Hunter! With a bunch of good and well-executed gameplay refinements! And graphics that aren’t repurposed from a PS2 game! It’s a ton of fun and I put a lot of time into it, but it’s not without its flaws. The number of monsters and weapons is comparatively way lower than in previous games, mostly due to that whole not repurposing PS2 models thing. It’s still kind of clunky in a lot of the places Monster Hunter has been historically clunky in, but also in some pretty big new ways, mainly around playing multiplayer. Also the story, while it’s as bland as it’s ever been, is exponentially more intrusive thanks to the addition of voiced cutscenes (which need to be triggered before the game lets you bring other players into story missions, causing a lot of that clunk I mentioned earlier). It’s all nothing game-ruining, of course. The game wouldn’t be on the list if it was! Monster Hunter: World exceeded my expectations, and I’m super looking forward to playing the recently announced G Rank expansion when it comes out next year.
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Contra: Hard Corps (Sega Genesis, 1994)
I wish I could go back in time and kick my own stupid ass for not playing this sooner. I’d written off Contra: Hard Corps for the longest time based solely on some bullshit I read on the internet at an age where I just took other peoples’ opinions and made them my own. This and Castlevania Bloodlines were the bad ones, the ones some weird b-team crapped out for the Genesis while the SNES got the good stuff like Contra 3: Alien Wars. Well, it turns out... they were right about Bloodlines. But MAN were they wrong about Hard Corps. Hard Corps is the best Contra game. It fucking rules. I would have gone on with my life never giving the game a glance if not for this excellent Giant Bomb feature happening, and a couple of episodes in I knew I had to play it for myself. Contra: Hard Corps is fucking nuts. It’s balls to the wall 100% of the time. There’s so many unique enemies and wild bosses and they’re all never not exploding. The game has four characters with unique weapons and multiple different level paths that have totally different levels, bosses, and story beats. Oh, and the soundtrack fucking rips. Sometimes it’s a little too much, and there are definitely some sequences and boss attacks that are total gotchas that you can’t survive without prior knowledge of how they work. I’d also be remiss not to give a special shoutout to level 4′s awful, tedious, unskippable-on-any-route boss. But god damn if the rest of Hard Corps doesn’t outshine these flaws. It’s the high water mark for insane non-stop 16-bit action.
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Deltarune (PC, 2018)
Does this count? It’s a demo for a full game that won’t be out for a real long time... I suppose it does, it’s self-contained enough. Deltarune, the free demo for the sort of but also sort of not sequel to Undertale, is unsurprisingly good as hell. Less surprising for sure, as Undertale is a known quantity these days, but I’m still way into it. The story is interesting and full of charming characters, and the battle system has been overhauled to include things like multiple party members with different abilities while still keeping all the things that made Undertale’s battles novel. The music is, of course, fantastic, and the visuals look much nicer while adhering to the same general style as the previous game. It’s fairly short, and some character development feels a little rushed because of it, but again, it’s a small chunk of the beginning of a much larger game. I can’t imagine any of this stuff wouldn’t be expanded upon. It’s hard to judge this thing story-wise due to the nature of it being a demo. I thoroughly enjoyed what is there, though, and look forward to playing the rest of the game in 50 years or whatever.
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Super Smash Bros. Ultimate (Nintendo Switch, 2018)
This game is so much. Even though the first thing I learned about this game was “everyone is here”, I still wasn’t ready for how much it is. Super Smash Bros. Ultimate is maybe too much. Of course, as previously stated, everyone (meaning every single previous playable Smash Bros. character) is here. Most of the previous stages are also present. This was all known. Where the game really, truly goes overboard though is in the single-player content. There’s the usual classic mode for every character, this time specifically structured around a theme for each character, but the vast majority of it is actually comprised of the all-new spirits system. Spirits are non-playable video game characters that you can collect and equip to your fighters for special abilities, sort of like a less terrible version of Smash Bros. Brawl’s stickers. You collect these spirits through spirit battles, which are fights themed around the character the spirit represents via extremely clever usage of already existing fighters and mechanics. These battles range from the obvious (Big the Cat’s battle tasks you with fighting a giant purple Incineroar), to the obscure (fight the main characters from Zangeki no Reginleiv as represented by Link and female Robin while you’re giant-sized), to the creative (Porygon’s spirit puts you in a fight against wireframe Little Mac and Akira from Virtua Fighter, normally an assist trophy), to the downright in-jokey (the spirit of Ness’s Father, displayed as the telephone spirte from Earthbound, makes you fight an invisible Solid Snake). There are like 1200 spirits. The vast majority of them have an associated battle. And you don’t just experience these battles through a menu, at least half of them are implemented into the 30 hour long adventure mode, World of Light, which has you fighting spirits, navigating dungeons, and facing bosses. It’s insane. They focused on spirits in lieu of collectible trophies this time around and they absolutely made the correct choice. The trophies in the last two Super Smash Bros. games were fine, but easier access to existing 3D models of most represented characters made them inherently less exciting than Melee’s tailor-made collection of high quality (considering the time period) renders, many of which would never receive a 3D model again. The spirits system manages to be exciting in the same way Melee's trophies were, fostering a genuine sense of anticipation to see what they cooked up next, but in the context of gameplay. They completely knocked it out of the park. Smash 4 made it on one of these lists long ago, and I essentially just said “it’s more Smash Bros. and that’s good”. Smash Ultimate is also more Smash Bros., but it’s SO much more Smash Bros. It’s so much more extremely good Smash Bros. The only things I can ding it for are some totally subjective stage preferences (where the hell is Poké Floats) and some slightly less than optimal music sorting decisions. Super Smash Bros. Ultimate is, ultimately, the ultimate Super Smash Bros.
These games were also cool, I just had less to say about them:
Bloodstained: Curse of the Moon (Nintendo Switch, 2018): Remember Castlevania 3? Inti Creates sure did! This prequel to the still unreleased Koji Igarashi Kickstarter project Bloodstained: Ritual of the Night is an unabashed love letter to Castlevania 3, and it’s pretty good. Mom Hid My Game! (Nintendo Switch, 2017): A charming little game in the style of those old escape the room Flash games. It even looks like one (in the literal sense, not the pejorative). It’s not tough or replayable really, but it is $5 and consistently absurd and surprising. Yakuza 6: The Song of Life (PlayStation 4, 2018): Yakuza 6 is kind of a weird juxtaposition. It’s the final chapter of Kazuma Kiryu’s story, but also the first game to use the Yakuza team’s new Dragon Engine. The story end of things is a good, solid sendoff for a bunch of characters I’m going to miss very dearly, but the gameplay feels very formative and limited in a way that sort of reminds me of Yakuza 1. I had a good time with it overall, but I hope they manage to dial it in like they did with the previous decade of Yakuza games and make something truly excellent again. Looking at you, Judge Eyes. Etrian Odyssey V: Beyond the Myth (Nintendo 3DS, 2017): Etrian Odyssey V is a return to basics for the series, ditching things like overworlds and sub-dungeons and just pitting your party against one big labyrinth. Honestly, gotta say, I miss the stuff they left behind! The core of Etrian Odyssey is still super strong so I had fun regardless, but the overall simplicity of the game and the changes to how classes work had me missing EOIV more often than not. Soundtrack’s great though, as expected. Sonic Mania Plus (Nintendo Switch, 2018): To be completely honest, most of the stuff they added to Sonic Mania in Plus really isn’t that fantastic. Mighty’s spike and projectile immunity is fun, but Ray’s flying is more interesting than effective. Encore mode is largely disappointing, with most of it feeling identical to the base game outside of its all-new (and too hard for their own good) special stages. HOWEVER, Sonic Mania Plus was an exceptional excuse to play through Sonic Mania another six or so times. Congratulations to Sonic Mania for being game of the year for two years in a row. WarioWare Gold (Nintendo 3DS, 2018): A good compilation game, executed much better than in the team’s previous Rhythm Heaven Megamix, but lacking in reasons to come back after you’ve played all the games. There’s the usual toy room stuff WarioWare has had since Touched!, but it’s bogged down by reliance on a currency system and the fact that sooooo many things you unlock are just parts that feed into a larger, not that interesting thing. The part where you play WarioWare is great though, and the new visuals make it all feel fresh even though it’s mostly older games. Mario Tennis Aces (Nintendo Switch, 2018): I had a brief, passionate love affair with Mario Tennis Aces. The core gameplay is rad as hell and more like a fighting game than a tennis game, with multiple different special shots and a focus on meter management. I played like 40+ hours of it between the full game and the demo and never even touched the single player (which makes it technically not count for this list, but, shut up). I got 2nd place at its very first tournament at CEO 2018. Then I... stopped playing. It had some weird balance issues, sure, but I think it was more a victim of circumstance rather than anything else. I moved basically right after CEO and just never went back to it. It’s still incredible though. I hope this game’s systems are the standard for Mario Tennis games going forward.
We made it! Bottom of the list! It was a shorter trip this time, but I’m still proud of you for making it here all the same. Thank you for reading the words I typed about video games. I’m looking to get this web page back into gear in 2019, so you can probably expect part 2 of The Best Babies sometime in January. Hopefully I’ll actually play some video games too so I can bring back Breviews on the first of February. Until then!
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