• Play Want Bin Bunny Day (PWBE 21 Apr 2025)

    From Kendrick Kerwin Chua@kendrick@nospam.io-nyc to uk.games.video.misc on Mon Apr 21 00:28:50 2025
    From Newsgroup: uk.games.video.misc


    Today's not a bank holiday in the States, and since half the regular
    posters are now American at this point I feel perfectly okay putting up
    the PWB message now so I don't forget.

    Play:
    --=--

    Visions of Mana (PS5) - What if Logan's Run, but with swords and golems? That's a pretty compelling setup. I think the thing I find most
    interesting about this twitchy action RPG is that it's got relatable
    stakes. Yes, the fate of the world hangs in the balance and only
    teenagers with the tenacity to change the world can overcome whatever contrived challenges are a threat at this point. But there's something
    of Nier Replicant in the mix here, in that the character(s) have a view
    that's very down-to-earth. Each person in this world cares about the
    people close to them and what they personally hold dear, and all the
    mythology and world-building is made more or less important through that prism. Most writing in this sort of game gets that order the wrong way
    around.

    Suikoden Remaster (PS5) - Woo. Killed a dragon. Now I have a castle. I
    also had a pretty gnarly set of dungeon battles that ended in what I
    think was my first consequential moral choice. I get the impression that
    there won't be any consequences for going one way or another, but I've
    been in an awful mood lately so I picked the option that I don't think I
    would have if all other things were equal. I'm trying to avoid spoilers
    and FAQs and other things, and since I only have the vaguest awareness
    of how the real Water Margin narrative unfolds I'm pretty much flying
    blind, which is great from a gameplay perspective. I like seeing the
    little gated off areas that I can technically reach by boat but that
    aren't open to me yet, one of which ends with a mad chase off of a
    little island.

    I'm a little worried that I've reached the point where I would
    traditionally abandon the game. It's structured like an open world but
    it's technically not, which means I can go and recruit more of the 108
    star out of order if I like. But then that requires me to spend time
    grinding in order to level everybody up to what's needed to proceed to
    the next part of the story. I get that that's a time-honoured tradition
    in this sort of game, but there's a little part of me that dreads having
    to button mash my way through menus in order to get experience points by knocking around little microscopic enemies that I've seen hundreds of
    times already.

    Playstation 5 Pro (PS5) - Oh hey, I bought a new controller. It comes in
    this box with the revised game console hardware. It's arguably pretty
    stupid of me to own a PS5 Pro, given that none of the games I own
    actually benefit from the graphical or performance boost. It doesn't
    actually take a lot of oomph to make the remaster of a 2D game from 1995
    run. With that said, I can tell that many little things are noticeably improved, like the menu and the disc loading and the USB storage access.
    It's all just slightly better, but whether it's $800 better is up for
    debate.

    Want:
    --=--

    Lunar Remastered (PS5) - So Play Asia was caught by surprise when there
    was no JPN-region disc announced, and substituted for that in my order
    with the Asian-region disc. Which ended up being underproduced, so I was offered the EU-region disc at no extra charge even though it would
    technically have cost me more. I'm fully expecting that I get an e-mail
    in a few days asking if I'm willing to accept a copy of the US-region
    disc even though it's technically an Amazon exclusive in the States. How
    did Gung Ho underestimate the demand for real media for a retro RPG from
    the 16-bit era?

    Bin:
    -==-

    Nothing game-related.

    -KKC, who still has a curious number of absent coworkers.
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  • From Russell Marks@zgedneil@spam^H^H^H^Hgmail.com to uk.games.video.misc on Mon Apr 21 08:12:09 2025
    From Newsgroup: uk.games.video.misc

    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:

    Play:

    Yakuza: Like a Dragon (PC) - finished the story. If you pretend that
    the constellation of coincidences are somehow magically sensible then
    I'd say it was an unusually good origin story. But it's just a bit too
    hard to ignore the wild implausibility of it all, which does spoil
    things somewhat.

    Back when my party was around level 35, I ended up trying to do a
    certain fight in chapter 12 with level 50 opponents. This went about
    as well as could be expected, and clued me in as to why I'd been so
    abruptly introduced to the game's arena equivalent beforehand. I think
    it's amusing that this is presented as optional, because... I really
    don't how see how it realistically can be. It's more like "so, we
    completely broke the levelling here, but you can either grind for
    years or maybe sort of fudge it by doing all of these fights then
    repeating the last five a few times for good measure". (At least I
    took the hint immediately when they pulled a similar stunt later on.)

    I took the non-years option, getting to level 47 IIRC, and tried the
    fight again managing it reasonably. It's curious though - even with
    less imbalanced levels, that battle felt more like a final boss fight
    than the actual final boss fight did. I blame the music.

    Want:

    Nothing.

    How did Gung Ho underestimate the demand for real media for a retro
    RPG from the 16-bit era?

    Gung Ho for downloads, I guess.

    Bin:

    YLAD seemingly picking the person with the highest HP to get the first
    turn (or something like that), which nearing the end for me was almost
    always Eri. I mean, she's great and all, but it was starting to feel
    more like her epic quest than Ichiban's. :-)

    -Rus.
    --- Synchronet 3.21d-Linux NewsLink 1.2
  • From Kendrick Kerwin Chua@kendrick@nospam.io-nyc to uk.games.video.misc on Mon Apr 21 16:27:58 2025
    From Newsgroup: uk.games.video.misc

    In article <t5nNP.665025$i41.495217@usenetxs.com>,
    Russell Marks <zgedneil@spam^H^H^H^Hgmail.com> wrote:
    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:

    Play:

    Yakuza: Like a Dragon (PC) - finished the story. If you pretend that
    the constellation of coincidences are somehow magically sensible then
    I'd say it was an unusually good origin story. But it's just a bit too
    hard to ignore the wild implausibility of it all, which does spoil
    things somewhat.


    So while all the Yakuza/LAD games are like that to a degree, it's
    helpful to understand that a lot of the events in this specific game are
    more ripped-from-the-headlines than in previous games. There really was
    a new series of laws that made being an organised criminal more
    functionally difficult. There really has been consolidation among the
    Japanese crime families, and there really were uptight moralists
    attempting to effect social change through nonsense political campaigns.
    Like a Dragon's spice on top of all that real-world tumult from the
    2010s has the effect of only dialing up the absurdity by one tick,
    rather than being completely unbelievable out of whole cloth.


    I took the non-years option, getting to level 47 IIRC, and tried the
    fight again managing it reasonably. It's curious though - even with
    less imbalanced levels, that battle felt more like a final boss fight
    than the actual final boss fight did. I blame the music.


    This is also a grand tradition in these games, that the actual final
    boss is something of a pushover or a symbolic fight. No spoilers, but
    your final opponent isn't a seasoned street fighter or a master of
    martial arts, he's just a dude whose SPOILER SPOILER SPOILER makes his
    SPOILER SPOILER all the more meaningful.

    Bin:

    YLAD seemingly picking the person with the highest HP to get the first
    turn (or something like that), which nearing the end for me was almost
    always Eri. I mean, she's great and all, but it was starting to feel
    more like her epic quest than Ichiban's. :-)


    I think this is a function of Dexterity, or whatever the equivalent is
    in these games. The "Spellcaster" and "Healer" classes do tend to move
    before the fighters do unless you abuse the party membership and the
    power-ups in the end game to engineer it specifically some other way.

    -KKC, who needs more sleep.
    --- Synchronet 3.21d-Linux NewsLink 1.2
  • From Russell Marks@zgedneil@spam^H^H^H^Hgmail.com to uk.games.video.misc on Wed Apr 23 09:45:21 2025
    From Newsgroup: uk.games.video.misc

    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:

    In article <t5nNP.665025$i41.495217@usenetxs.com>,
    Russell Marks <zgedneil@spam^H^H^H^Hgmail.com> wrote:
    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:

    Play:

    Yakuza: Like a Dragon (PC) - finished the story. If you pretend that
    the constellation of coincidences are somehow magically sensible then
    I'd say it was an unusually good origin story. But it's just a bit too
    hard to ignore the wild implausibility of it all, which does spoil
    things somewhat.


    So while all the Yakuza/LAD games are like that to a degree, it's
    helpful to understand that a lot of the events in this specific game are more ripped-from-the-headlines than in previous games. There really was
    [etc.]

    That makes sense, and the idea that a long-running series will end up
    being increasingly based on current events isn't that surprising,
    you've got to get your ideas from somewhere. But I was mostly thinking
    of the locker business, the most implausible details of which I
    imagine aren't directly headline-based.

    Specifically (rot13 for spoilers just in case) - gjb onovrf
    pbvapvqragnyyl orvat yrsg va n fvatyr frg bs ybpxref, ol qvssrerag
    crbcyr vaqrcraqragyl, ng ebhtuyl gur fnzr gvzr, fhpu gung gurl jrer va
    ybpxref *yvgrenyyl evtug arkg gb rnpu bgure* jvgu abobql ernyvfvat
    guvf hagvy yngre, qrfcvgr fbzrbar chapuvat bar bs gur ybpxref hagvy vg
    oebxr.

    I'd say that one makes tiger-punching seem like easy mode as far as
    suspension of disbelief goes. :-)

    -Rus.
    --- Synchronet 3.21d-Linux NewsLink 1.2
  • From Kendrick Kerwin Chua@kendrick@nospam.io-nyc to uk.games.video.misc on Wed Apr 23 13:12:26 2025
    From Newsgroup: uk.games.video.misc

    In article <RE2OP.1117447$B61.996840@usenetxs.com>,
    Russell Marks <zgedneil@spam^H^H^H^Hgmail.com> wrote:
    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:
    In article <t5nNP.665025$i41.495217@usenetxs.com>,
    Russell Marks <zgedneil@spam^H^H^H^Hgmail.com> wrote:
    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:

    Play:

    Yakuza: Like a Dragon (PC) - finished the story. If you pretend that
    the constellation of coincidences are somehow magically sensible then
    I'd say it was an unusually good origin story. But it's just a bit too >>>hard to ignore the wild implausibility of it all, which does spoil
    things somewhat.

    So while all the Yakuza/LAD games are like that to a degree, it's
    helpful to understand that a lot of the events in this specific game are
    more ripped-from-the-headlines than in previous games. There really was >[etc.]

    That makes sense, and the idea that a long-running series will end up
    being increasingly based on current events isn't that surprising,
    you've got to get your ideas from somewhere. But I was mostly thinking
    of the locker business, the most implausible details of which I
    imagine aren't directly headline-based.

    Specifically (rot13 for spoilers just in case) - gjb onovrf
    pbvapvqragnyyl orvat yrsg va n fvatyr frg bs ybpxref, ol qvssrerag
    crbcyr vaqrcraqragyl, ng ebhtuyl gur fnzr gvzr, fhpu gung gurl jrer va >ybpxref *yvgrenyyl evtug arkg gb rnpu bgure* jvgu abobql ernyvfvat
    guvf hagvy yngre, qrfcvgr fbzrbar chapuvat bar bs gur ybpxref hagvy vg
    oebxr.


    This is actually a trope of Japanese popular fiction, believe it or not.
    The 1980 novel Coin Locker Babies inspired this portion of the plot that strikes you as hilariously implausible:

    https://en.wikipedia.org/wiki/Coin_Locker_Babies

    Sadly the narrative is inspired by real-life abandonment of children
    that occurred in the period, based around the unreasonable assumption
    that somebody would eventually find and care for a child in this state.

    Interestingly the novel has influenced multiple video games, which is something I wasnn't fully aware of. I only knew about it as a source of inspiration for the one Yakuza game.

    -KKC, who wishes he didn't remember every last thing ever.
    --- Synchronet 3.21d-Linux NewsLink 1.2
  • From Russell Marks@zgedneil@spam^H^H^H^Hgmail.com to uk.games.video.misc on Sun Apr 27 07:19:49 2025
    From Newsgroup: uk.games.video.misc

    Spoilers for Yakuza: Like a Dragon, obviously...

    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:

    This is actually a trope of Japanese popular fiction, believe it or not.
    The 1980 novel Coin Locker Babies inspired this portion of the plot that strikes you as hilariously implausible:

    That's interesting, but I'm not sure if fiction referencing other
    fiction really lends plausibility to either in itself. But who knows,
    maybe I'm missing some deeper context there, and I'm probably out of
    my depth when it comes to any wider cultural critique in any case.

    I think the specific single thing I personally found implausible
    enough to trigger my urge to moan about it was two babies entirely coincidentally ending up in *literally consecutive lockers* in the
    same place at the same time. For me, if that's plausible then I give
    up on the entire notion of plausibility in fiction. Let's just have
    pink elephants surfing disjoint functions into cel-shaded hyperspace
    while reciting all the digits of pi backwards and be done with it. :-)

    -Rus.
    --- Synchronet 3.21d-Linux NewsLink 1.2
  • From Kendrick Kerwin Chua@kendrick@nospam.io-nyc to uk.games.video.misc on Sun Apr 27 11:41:01 2025
    From Newsgroup: uk.games.video.misc

    In article <pUkPP.271228$A71.156421@usenetxs.com>,
    Russell Marks <zgedneil@spam^H^H^H^Hgmail.com> wrote:
    Spoilers for Yakuza: Like a Dragon, obviously...

    Kendrick Kerwin Chua <kendrick@nospam.io-nyc> wrote:

    This is actually a trope of Japanese popular fiction, believe it or not.
    The 1980 novel Coin Locker Babies inspired this portion of the plot that
    strikes you as hilariously implausible:

    That's interesting, but I'm not sure if fiction referencing other
    fiction really lends plausibility to either in itself. But who knows,
    maybe I'm missing some deeper context there, and I'm probably out of
    my depth when it comes to any wider cultural critique in any case.


    So this was also a real social phenomenon, in that during times of
    financial distress about 200 children were abandoned in Japan in exactly
    this way between 1980 and 1990. The faulty reasoning was that train
    station staff were tasked with inspecting the coin lockers for lost
    property daily, so a child would be discovered and taken to safety
    almost immediately. Reality turned out not to be so reliable.

    I think the specific single thing I personally found implausible
    enough to trigger my urge to moan about it was two babies entirely >coincidentally ending up in *literally consecutive lockers* in the
    same place at the same time. For me, if that's plausible then I give
    up on the entire notion of plausibility in fiction. Let's just have
    pink elephants surfing disjoint functions into cel-shaded hyperspace
    while reciting all the digits of pi backwards and be done with it. :-)


    That's a reasonable objection. I think that on balance you can forgive
    the unlikely scenario as a method of framing everybody's motivations and contradictions. Old man Arakawa was a devoted father driven by guilt and
    lost love who was also a murderer and a ruthless businessman. Kasuga is
    a good guy in spite of being raised under trying circumstances, and
    Misato was a firebrand with a grudge in spite of having access to all
    his privilege and wealth. You think all these things woud have been true anyway, but the unlikely setup only heightens their respective hero
    and/or villain qualities.

    -KKC, who probably likes this silly story more than it deserves.
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