blookyblooky
blookyblooky
BLOOKY
17 posts
FUCKIG GAME BLOG
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blookyblooky · 4 months ago
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The one thing the fandom Doom wiki has over the other one is that it has a dark bg.
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blookyblooky · 8 months ago
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JERMA SIGHTING
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blookyblooky · 8 months ago
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i dont know if im going to be on nauhgty or nice list
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blookyblooky · 8 months ago
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Bothersome beast, comforting friend
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blookyblooky · 8 months ago
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blookyblooky · 8 months ago
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hey guys I don’t have pronouns anymore I got the she/it beat out of me
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blookyblooky · 8 months ago
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can't believe they made half life...WOKE...
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ewwwwww!!!!!
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blookyblooky · 1 year ago
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Noelle
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Noelle
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blookyblooky · 1 year ago
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Together
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blookyblooky · 2 years ago
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shadow the hedgehog #girl thursday
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blookyblooky · 2 years ago
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#08: PORTAL!!!
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Our story starts in the year of our lord and savior 2005. The seniors at the DigiPen Institute of Technology have a simple-to-do (Citation needed) senior project: Make a video game. A group of 'em, Nuclear Monkey Software, decided to make a first person puzzle game called Narbacular Drop. What the hell does "Narbacular" mean? No idea, but it makes the game easy to look up. You play as Princess No-Knees. That's not her God given name (Thank God), she's just called that because she can't jump. She got trapped in a dungeon by a demon because she was late on the Hospital bill, but there's a twist - The dungeon's a sentient being called Wally, and he can create portals! And thankfully, Wally's benevolent enough to let you use that to your advantage.
The game is played uniquely from a first person perspective (Hold your applause. No, seriously, your hands will fall off and sewing them back on is not within budget). You place portals at the click of your mouse, two at a time. One has blue eyes, the other has orange. These portals are only allowed on a natural surface and won't work on artificial surfaces, like metal. There's also switches, lava turtles to help you cross that piping hot magma, and boulders that can crush you. That portal thing sounds kind of familiar, doesn't it? No? Good, it'd be REALLY bad if we got dragged kicking and screaming into court over this portal thing.
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Screenshot of Narbacular Drop
The game was shown at DigiPen's career fair. In the audience was one Robin Walker, who you might know as the person behind Ricochet. 
(Wait, he's NOT known for Ricochet?)
Sorry, what I meant to say was "Who you might know as one parent of the Team Fortress franchise". He thought the display of innovative puzzle design and disability representation was marvelous and contacted Nuclear Monkey Software, offering to show their work to fellow Valve employees. When they presented the game to Valve, jolly ol ' Saint Newell rose up from his dingy folding chair, spontaneously decided that the entire team was on the nice list, and gave them the gift of having jobs working at Valve Software. Two years later, the award-winning video game Portal was born!
[Please note that Narbacular Drop is responsible for the video game Portal and not responsible for the creation of the Aperture Science Handheld Portal Device, which was created in a pursuit of making shower curtains more hygienic.]
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Portal itself was sort of like a side project in the scheme of things. It had a measly ten people on board, which might not seem measly with all the solo, self-made indie devs out and about these days, but it wasn't the norm with Valve. And that's not to mention that Half-Life 2's episodes and Team Fortress 2 were in production as well. The small team resulted in a lot of design decisions geared towards smart allocation of resources. Need other characters in the narrative but don't want to model or animate another person? Make spherical robots! Don't want to make a bunch of new assets? Reuse some from another game! Want to justify the use of reusing assets from another game? Make them set in the same universe! The person behind that other universe will complain, but it's a net gain. It's enough to make a grown scientist cry. Except me. I'm too busy taking notes to cry.
Portal is also a REALLY good demonstration of Valve's usage of play tester feedback to determine what sticks and what doesn't, kind of like how we use test subjects to determine what's shippable and what should be destroyed and left to rot in a vault. You know that whole "narrative" thing? Well, that didn't really come up until the testers asked about it. The idea of having Advanced Knee Replacements to justify the lack of fall damage stems from the snotty little know-it-alls yakking about how weird it was that the protagonist was surviving falls that a man from our competing company couldn't. And let's not forget the Weighted Companion Cube, which was brought up to encourage players to bring a vital object with them to puzzles (A box in specific). It also ended up adding to the plot of the game, giving the player a revenge angle while also giving an idea as to what the final boss would play like.
It'd be foolish not to bring up how Portal released. You see, Portal was a part of Valve's "The Orange Box", a collection of older and brand new spanking new games: The older titles make up two of the games (And older is pushing it, they were still pretty young then), Half-Life 2 and Half-Life 2: Episode One. The new games were: Half-Life 2: Episode Two, Team Fortress 2, and Portal. That's right, those folks at Valve dropped three big hitters on the same day, and they even made ports for the consoles of that generation! Except the Wii. You couldn't get any of these games working on the Wii if you got the finest minds from Aperture Science and the louts from Black Mesa working on it. But enough of all that, let's talk Portal!
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Portal puts you into the brain of Chell, a Aperture Science test subject that's been in stasis for quite a while.
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Our ever-so stubborn, orphaned, pudgy protagonist.
She finally wakes up but doesn't even get the chance to get her bearings, for a mysterious voice (GLaDOS, or Genetic Lifeform and Disk Operating System) starts yapping about testing! Enticed by the idea of receiving cake (Because who isn't a little famished from stasis?), she complies, and is introduced to portal technology! After getting through all 19 chambers, Chell is rewarded with a nice freshly cooked incinerator. But she's already lost her appetite by then, so she passes, and this annoys GLaDOS, ruining her already cracking guise as an apathetic emotionless robot. After traversing through the seedy unwashed parts of the labs, Chell finally gets face-to-face with GLaDOS, who, after having her morality core incinerated, tries to kill Chell with deadly neurotoxin.
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A Genetic Lifeform and Disk Operating System
Dying's not in her schedule, so Chell proceeds to destroy all of GLaDOS' cores, which causes the facility to blow up, leaving Chell and GLaDOS outside in the aftermath. But Chell, luckily, gets dragged back into the labs by the Party Escort Bot Luckily in a relative sense. better to die in the Aperture labs than to die in the Black Mesa-created hellhole outside.
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A still image of the ending
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Like the story, the gameplay itself is pretty simple, but it grows more layers over the course of the game. The Aperture Science Handheld Portal Device is our pride and joy.
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The Aperture Science Handheld Portal Device (Or Portal Gun for short)
You place a blue portal, you place an orange portal. Neither specifically are an entrance or exit, whichever one you enter, you go out the other. The fun comes from the tests. A common application of the device is the use of momentum to gain the speed and height needed to reach an area. Or in the brilliantly put words of GLaDOS, "Speedy thing goes in, speedy thing goes out". And you might be asking "What the heck's stopping me from just placing a portal where I need to go?". Well, there's various materials that are, in mild terms, absolutely awful as portal conductors, gray tiled floors and metal just to name the main culprits. And that's not to bring up the other part of the tests!
See those buttons? Those are our state-of-the-art 1500 Megawatt Aperture Science Heavy Duty Super-Colliding Super Buttons! They activate something if you press stand on them, but they won't stay pressed. That's what our Weighted Storage Cubes are for, and they come in Companion flavor too!
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1500 Megawatt Aperture Science Heavy Duty Super-Colliding Super Button and Weighted Storage Cube Demonstration (Cube and Button for short.)
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Your best friend, the Weighted Companion Cube
Generally, you'd want to watch out for all that filthy... Goo down there in the pits. We have no idea what it is or where it came from, but we do know that it's incredibly acidic and you'll probably die in 4 seconds flat.
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Goo Demonstration
Look out for our High Energy Pellets! You'll be atomized if you don't. Your job is to lead the pellets from the launchers into the portals with clever placement of Portal. Although the pellets fizzle out after a certain amount of time, as long as they keep going through a portal they'll stay active.
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High Energy Pellet Demonstration
You might be asking "What's that thin, blue field of particles in front of the elevator? That's our Aperture Science Material Emancipation Grill. It disintegrates unauthorized materials like the cubes, and while it won't disintegrate your portal gun, it'll snuff out your portals.
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Emancipation Grill Demonstration
And finally, there's our Turrets. It's all the matter of whoever gets the drop on who. To ensure relatability with children every turret comes with a child-like personality. And if the children wakes up and starts to cry after the turret guns down a home invader, it'll play a lullaby to placate the child!
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How to NOT deal with a Turret
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How to deal with a Turret
Want some extra challenge in the chambers? Try out the Challenge modes in the Bonus Maps! Don't think those make the chambers hard enough? Well why don't you try out our Advanced Chambers since you think you're such a death-defying acrobatic smartass?
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The Bonus Maps menu
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Speaking of smartasses, if you want more tests to go through then you can look to the internet, as smartasses all around the world have made their own map packs, which you can download you can install more bonus maps by importing any you’ve downloaded online into the game. Alternatively, some might be “sourcemods”, which you just place in the sourcemods folder (and if you don’t have one by default then you can simply make one yourself). Of course, it’d be silly if we didn’t bring up Portal: The Flash Version, notable in that it came out before the actual game itself did! It’s popular in its own right, having a lot of Portal’s obstacles, but its own puzzles which are presented in a 2D space. It was popular enough to spawn a map pack that has its levels and original obstacles put into the realm of mind blowing 3D!
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Portal: The Flash Version's menu
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So where is Portal now? Well, it has a sequel (which has its own set of mods and custom maps), some non-canon side games, a compilation with its sequel on Nintendo Switch, a RTX version, a appearance in a LEGO game, a GEICO commercial, a educational program, A LOT of sourcemods for that sequel released on Steam.. I’d say it’s in a good place right now. This has been a Aperture Science blogpost, and we thank you for reading all the way to the end. We hope to see you again soon!
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blookyblooky · 2 years ago
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#07: Cuphead
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It's been a FAT MINUTE since I've posted something here and like, sorry-
What can I say? I'm more of an artist than a writer, I've barely played any video games between the last time I posted here. My life’s been on kind of a rollercoaster. But I’m back, maybe to have another hiatus, maybe to stay for good, and I’m gonna talk about a game that’s part of that rollercoaster. This blog contains spoilers so look at your own discretion nerd.
Cuphead is a indie run-and-gun developed by Studio MDHR. It’s main claim to fame are the visuals. It was so expensive to produce this game that the main two people in charge - Chad and Jared Moldenhauer - had to remortgage their houses. Also, the game just took a while to make. It got unveiled in 2013 (Which is also when Studio MDHR was founded) and it wouldn’t be until 2017 when the game was done and ready to go. And considering the game got a 3-part show on Netflix you can probably imagine how well the game did (good, it did very good, are you getting this - IT DID GOOD)
The plot’s simple, Cuphead and his pal Mugman enter a casino and play some Craps even though they’re underage, but that probably doesn’t matter since it’s a casino owned by : DA DEVIL. DA DEVIL catches wind of the Cup brothers winning streak and makes a deal with them: They get another successful dice roll and they get all the moolah from the casino. They lose, they own their sou-they fucking lose. Cuphead and Mugman are reduced to begging, pleading messes. DA DEVIL’s tired of them being little bitches so he offers them a chance to potentially keep their souls IF they bring him the soul contracts from other people he’s made deals with. 
Unfortunately, it’s no easy task, as all the debtors have varying sorts of surreal superpowers and put up a fight. Basically, the game’s difficult as shit. Not like, “Kaizo romhack” difficult” but the game’s pretty hard compared to most games out there, though it’s pretty much the standard for run and guns. Unlike most run and guns, Cuphead is more focused on the boss battles. In fact, at one point during development, it was just boss fights. But they added little levels in between that act as filler, and also for another reason that I’ll get to later.
The gameplay of Cuphead is almost as simple as the story initially but it adds stuff as you progress. You can run, you can gun, and….oh yeah, jump, too. But there’s more than that. Press the jump button again and - oh no you’re pink. That’s a parry slap, you parry stuff with it. Said stuff is specifically colored to be pink. Do that and you fill a card in your super meter. You have five bars you can fill up with damage done to an enemy or boss or a successful parry. You can spend one to perform an EX attack. There’s also the dash maneuver, which allows you to do a lil dash to further your distance from  something (or someone) on your tail, or to get closer to something (or someone) and get on their tail. You can also switch weapon types (provided you have a second one equipped).
FURTHERmore, you can buy weapon types and other things to help you out on your adventure at your local emporiums, all run by Porkrind.
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You can find coins in the few run and gun stages or on hidden spots from the map or certain NPCS. As you buy out Porkrind's shelf stock more becomes available, so you should probably keep spending. He primarily sells funny tonics that give you different weapon types. Mix n match or change depending on what type of boss you're fighting for the best results. There's also items that can give you an edge over your fearsome foes, like pins that give you extra HP or a smoke bomb that allows you to smoke dash, which makes you invisible (just throwing it out: just get that one).
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There's also extra "Mausoleum" stages where you must save The Legendary Chalice from pink ghosts that must be dealt with by parrying. Saving her allows you to gain big super attacks when you have all five cards.
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Certain bosses take place up, up, and away from the ground where you’ll pilot a sentient aeroplane that wants to KILL. It’s basically like a shoot ‘em up. You can fire bullets and parry in pilot mode, but you can also turn small and fire weaker bullets but move faster and dodge narrow attacks. Later on you get an alternate weapon type where you can drop bombs that do more damage but go straight down and can only be really used near or above a boss. Both weapon types have their own EX attacks.
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There's three "isles", all taking place in Inkwell. Inkwell is full of nefarious nincompoops and you gotta take all of their soul contracts to progress.
And King Dice will make sure of that, blocking you off if you haven't gotten all the soul contracts before trying to leave through the dice houses. You'll be up against a flower, amphibians, a dragon, a pirate, BEES.
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Once you beat up the wackjobs in Inkwell Isle 3, you can proceed to DA DEVIL's casino where you'll do battle with King Dice and his henchmen in a game via playing Craps - aka rolling a die. Talk about bookends. After that you finally get to confront DA DEVIL himself. He kinda-sorta fuckin' lied about letting them get off the hook just because they got the contracts (though he never really guaranteed it in the first place). He offers you to join him or suffer. You get a funny alternate ending if you join him but otherwise you also kick his ass like you did with King Dice. Cuphead and Mugman are then celebrated as the heroes of the isles.
On June 30th, 2022, almost five years after the original game came out, Studio MDHR released a DLC expansion for Cuphead: The Delicious Last Course (get it?!).
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This expansion adds a whole new isle that contains brand new bosses AND a brand new playable character: Ms. Chalice, who is The Legendary Chalice given physical form when swapping places with one of the Cup brothers through the astral cookie. The plot is that you must find all the ingredients so that Chef Saltbaker can make an astral cookie that grants permanent immortality.
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I love this game, so so much. Despite all my grief and rage from certain bosses (specifically the Aeroplane bosses), I enjoy playing Cuphead. It and Donkey Kong Country are definitely my gateway into having tolerance for games scaling further on the "Challenging" scale.
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blookyblooky · 3 years ago
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#06: Half-Life (+ Gearbox campaigns)
Half-Life is the premier first person video game from company Valve Corporation. The game came about when Valve looked at the majority of fpses out at the time and thought "God DAMN this shit is boring". And it's hard to blame them as even with the occasional Build Engine game a lot of the FPS games consisted of running around in a maze lookin' for keycards and shooting bad guys. The narratives were also frequently not really explored upon and were only given minor attention within the game most of the time. Valve decided "Fuck that" and made a fps game that has a simple but interesting story and combat that actually requires thinking and strategizing. Also, janky 3D models. But it was cool at the time! The 3D stuff there was even more impressive than what was in Quake. No more funny lookin', non-interpolated animations! Valve would excrete this game on November 19th, 1998, which probably made some people lose NNN early because they blew their load at how fucking cool the game was.
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In Half-Life you play as 27 year old theoretical physicist and NERD Gordon Freeman who works at the Black Mesa Research Facility where everyone is twice his age and the only women that exist are a recording and a hologram. Mr. Freeman's late for an important test so he suits up and blows up a microwave casserole and heads to the test chamber. The test fucks up and now the facility is overrun with aliens and malfunctioning equipment. And also OSHA-violating architecture but that was there before shit hit the fan. You gotta trek through the ruined facility armed with a crowbar and a handgun.
Then you find out about the military! Cool, they're coming to rescue everybody! Psyche, they're killing anything that moves. Luckily, their brains are about as small as their bullets, but you shouldn't underestimate them as they're a bit more complex than your average FPS enemy. If you're taking cover they'll throw a grenade and they know a thing or two about squad tactics and flanking.
Luckily Gordon is proficient with guns and the only non-suspicious thing you could derive from that is that if you learn how to use a handgun and an automatic weapon, you know how to use everything. Both the Black Mesa facility and U.S. military have a unhealthy habit of leaving dangerous weapons around instead of hiding them in secure boxes on high shelves. Funny thing about the weapons in this game, a good majority of them have alternate functions when you right click. Good example is the shotgun, with the left click being a single barrel shot and the right click being a double barrel shot, combining the coolest types of weapon in FPS games into one. 
Each weapon is good at a specific role but at least have some mild overlap. The Python Revolver and Crossbow  are powerful precision weapons, the shotgun is a powerful weapon up close….the Python revolver and Crossbow can also be used in close quarters and arguably can do what the shotgun can do but better. You have grenades you can cook and throw but they have shit physics so honestly, if its viable just use the SMG grenades unless you super value them, which you should because you can grenade jump and I’m getting ahead of myself-
(A showcase of the SMG.)
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You have a crowbar that’s good for breaking the copious amount of crates left in the facility. Break literally any crate you’ll see as more often than not there’s goodies in them, like ammo or health and HEV batteries, which are basically like armor.
 You even get ahold of a alien weapon and I just have to say, I admire the invading aliens for their commitment to using a absolute dogshit weapon
Oh yeah, speaking of the aliens again, the invading aliens starts sending in their own troops as well and they and the military engage in war. You get treated to a lot of scripted events of them battling. Kill ‘em both, you don’t get one’s favor killing the other like its Shadow the Hedgehog. You launch a rocket, take some portals, go to the alien’s home, Xen, suffer through shitty level design, kill a space fetus, and set off an event that leads to even worse events. Oh yeah, and you get snagged by some stupid suit person that keeps you in a train.
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So that’s Half-Life, it has some low points but its a fun romp all around. Fun enough for official expansions to come out and they’re made by dogsh I mean Gearbox Software. They made three expansions, one being exclusive to the console port for PS2 that they also worked on. The first expansion to hit the market is Opposing Force.
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You play as one of the members of the U.S. Military that came to the facility in the base game. It’s actually specified here that this branch of the military is the Hazardous Environment Combat Unit, HECU for short. You’re Corporal Adrian Shepherd and you gotta get out. This expansion adds new weapons and enemies and hot take incoming: This game needs to take a shower. I sincerely feel like a majority of the new stuff feels under baked and it just leads to a sloppier feeling experience quality wise.
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Also, a majority of the guards you’ll encounter are no longer of the Barney variety but rather; They’re Otises. They’re fat and stupid and I don’t like them :(. Also, G-man snags the protagonist again.
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Next up on the expansion list is Blue Shift. It’s way shorter than Opposing Force and less impressive as well, no new enemies or weapons here. You play as Barney Calhoun, a Black Mesa security guard; and once again: you gotta leave. This time though you actually succeed in ditching and even manage to depart with some surviving scientists. I’ve beaten this expansion more than i have the base game or Opposing Force which probably has me put on a list. Also with this expansion came the HD Models pack and hot take #2 incoming: i like these :) Vote for the punishment I deserve for such a sin here: https://take.quiz-maker.com/poll4660882x69c54De6-146
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Finally, there’s Decay. It’s exclusive to the PS2 version so I never played it but the gist of it is that its a mission-based co op mode where you have to solve puzzles with your plus one. The protagonists are Gina Cross and Colette Green - holy shit so they DO have women at the facility!
Speaking of multiplayer: Deathmatch! Yeah I neglected to mention it but I already kind of talked about it when talking about Half-Life: Deathmatch: Source. My thoughts there still apply, I personally am not a big fan of Half-Life’s deathmatch as I don’t think the combat and style of the game goes with the mode. But that’s just me.
Oh yeah also Half-Life: Source is a thing but I’m not talking about it anyway go play half-life please
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blookyblooky · 3 years ago
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blookyblooky · 3 years ago
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hes waiting by the microwave
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blookyblooky · 3 years ago
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#02 - Street Fighter III - 3rd Strike
Throughout the 90s Capcom was pumpin' out Street Fighter games up the wazoo. This includes two that sort of/kind of co-existed by the time they reached their peaks. Street Fighter Alpha and Street Fighter III, polar opposites in concepts and gameplay. Street Fighter Alpha focuses on the titular Street Fighters before SF2. Street Fighter III focuses on the Street Fighters way after SF2 (and SF4+5). I'll be talking III in specific as that game's my JAM.
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3rd Strike - A few years after the first two Alphas came out, Capcom began work on a new franchise called New Generation. However, out of low faith and with the introduction of artist Akiman to the team, it became a Street Fighter title, although one with only two returning characters. 2nd Impact was a little better, it added Akuma and introduced Hugo from the Final Fight series. Then Third Strike came and added Chun-Li. Despite the arguably lackluster SF2 representation I feel like the new characters give the SFIII series more of its identity, not that SFIII lacks identity to begin with. With the series and its updates coming out from 1997-1999 and it focusing on the future and a new generation of fighters it has more of a hip and cool and awesome direction, compounding this is the music featured in 3rd Strike, which is a co-effort between Capcom composer Hideki Okugawa and underground rapper Infinite, the music best being described as a sweet mix of jazz, hip hop and some breakcore adjacent genres like house
Another beloved part of SFIII is its spritework and graphics. It runs on the CPS System III board, allowing for fluid graphics and in the case of the first release, elaborate backgrounds. In an era where 3D games were thriving and 2D games were dying, Capcom stuck to their guns, which was to their detriment...at the time. One of the best examples of this fluid spritework is Elena's idle. It's so fuckin' smooth it hurts WHY DID THEY POP OFF ON THAT IDL
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The game started catching on some years later thanks to its technically deep and interesting gameplay. Capcom removed some features present in the Alpha series and replaced/tweaked others. No more air blocking, ya got PARRYING BAYBEEE. Press toward or down really fast and you do a fast ass parry that you can react out of immediately. Supers were tweaked into the Super Art system. Instead of having multiple super moves with strength depending on what button you use, you pick one Super Art when you're picking out your character. Sometimes it's a Denjin Hadoken kind of day. Other additions include quick dashes from Darkstalkers that allow you to just do a large steppy in the left or right direction and EX moves, a feature taken from Street Fighter: The Movie: The Game on the original PlayStation. (Important thing of note is that Akuma doesn't have EX moves but can use multiple super moves even though he only picks one at the character select screen.)
These tweaks paired with the game's slower speed compared to Alpha makes the game feel a lot more strategy based. The fluidity of the animations add a certain heaviness to all the attacks even if the attacks aren't that high in startup or ending lag. But it doesn't feel wrong, it feels JUST right and I think it perfectly compliments things like punishes or counters. It makes hitting that Shin Shoryuken all the more powerful, you feel me?
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One of the most powerful SFIII clips that has circulated around the FGC (Fighting Game Community) for over a decade is EVO Moment 37, better known as the Daigo Parry. Obviously, it happened at EVO 2004, EVO standing for Evolution. The date was August 1st, 2004, Daigo Umehara and Justin Wong were in the semifinals. Justin Wong was playing as Chun-Li and Daigo was playing as Ken, and Justin had Daigo on death's door. Justin figured "this fuck's gonna go down from my supah move even if he blocks!!!" and so he did his supah move. But Daigo just upped and decided to parry the entire thing and counter with a super move. He had to parry FIFTEEN TIMES!!!! If that didn't sell you on how ballsy that was, parrying pretty much requires frame perfect inputs, so there was little-to-no room for error, and no error there was!!!
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So what do I have to say about the game that hasn't already been said here? Play it. You can emulate it obviously but the quickest way to hop in and fight against someone online is with Fightcade; It's also been released on home consoles like the Dreamcast, PS2, Xbox, Xbox 360, and in the Street Fighter 30th Anniversary Collection . It is in my honest opinion the pinnacle of 90s fighting games and sprite-based fighting games in general.
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blookyblooky · 3 years ago
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1st review!!!! Super Castlevania IV/悪魔城ドラキュラ Akumajō Dracula
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Wacky remake of the first Castlevania game! But the English title sure ain't indicative of that. Newcomers would think the franchise is called "Super Castlevania". It was released in Japan on Halloween of 1991 and December 4th in the US. Plot's the usual classic fare. A Belmont (SImon) ((Again)) must whoop Dracula's ass because he's having a bitch fit over losing his toys (read: wives). The main thing that makes this game stand apart from its predecessors and successors are its controls. It's infamous for giving Simon the ability to whip in multiple directions. Some people like it for removing a difficulty they consider arbitrary (Believe it or not, a horizontal strike can't handle all your problems), but some people dislike it because…it removed the difficulty. Personally, I feel that while the whip is a big game changer (especially when upgraded), it doesn't make the game itself easier. Although the game isn't actually that super hard to begin with. Its not easy, but it's definitely less of a challenge than the game that came before it, Castlevania III. The challenge mostly comes from the plat forming and enemy placement, as per usual. Your whip can fuck shit up but it still falters when pretty much both the stage itself and the enemies are conspiring against you. Overall, game's pretty fun and not frustrating but still nerve-wracking and anxiety inducing. But I didn't finish for this review. Because there's one boss that's: not fun and VERY frustrating. So you got this guy called Slogra, a skeleton bird(?) thing with a spear. (I'd show an image but the image was loading too slow because he just had to bother me beyond the fucking video game)
You whack him and he flies off and lands where you are. Doesn't sound too hard even if he has a brace period of invincibility when he lands. But his hit boxes are FUCKED. It extends to the space around him instead of being confined to his body. Which becomes a problem when you're trying to avoid him falling down on you. This applies to his spear too, making it doubly infuriating. Then there's his second phase where he dashes towards you and at that point, I gave up. I'll probably go back and finish it but FUCK that guy Anyway, good game.
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