Tag Archive : review

/ review

so this game the bridge is currently free on the epic game store so I decided I would check it out and see for myself how it is so the first impression is pretty good music does a lot for the ambience all of the art style really reminds me of Tim Burton’s art style and the mechanics are Rob is simple you move left and right and you can control like the gravity the aspect or whatever and from there on it’s pretty simple you just want to find you it to the door so let’s see I can’t drop from here maybe if I can stand on one of those thingies yeah right guy for ya perfect perfect so now just go over here and a garage first puzzle is solved let’s see I can probably just the book I’m standing a little probably slide out question is does there any fall damage at me oh never mind let’s see if there is any fall damage I highly doubt that it disappointed I’m good so I got the key and I’ll be at the door any second okay so that was fairly easy okay that’s just a little confusing what’s up with this thing okay so that kills me press and hold space would you look at that you can also control time to a certain exchange so from rocket will run backwards how about we try to avoid the ball and the corner over there if I just get it out from there [Music] hmm now it’s blocking the door can get there go crush maybe if I go over here yeah that should work let’s see yeah that should work no problem okay so we got better so we got that out of the way as well the door has to be perfectly straight so I can go through this kind annoying Oh double keys at this one okay well that looks a bit more complicated can I climb visa no I can’t get to the keys so I probably need to get the keys to me I mean and the aspect you’re reviewing things is relevant I can probably put the key on the top right now onto this little slide thingy would would go van would slide down the air perfect that worked can I get can’t get the other key that way well unless maybe I bring in to the place where the first key words and get it down the same path and just try that out real quick grab the key so one keeps still missing I probably have to do that real slow of a queue will fly out of the LD map okay okay I’ve got them that was that was too quick here you go see for a second I thought this would be the wrong method but it turned out well sure no problem [Music] now get the key in the middle and let it slide to me and regard it perfect [Music] that was good it ended up pretty satisfying to do that so good puzzle yes let me think if I dropped the ball over here and then in Chopin I can just go here right why be fast enough to hand it to jor before I get crushed let’s find out probably not see [Music] maybe the other way around let’s try that just so we can test all the methods we have that the ball slowly roll over there and now drop here but if I continue we’ll just end up in the same corner yeah right but if I do it like that maybe oh yeah that will work the gas and energy the door yeah perfectly bad words are fine I finally found someone who shares my passion for esoteric mathematics we’ve agreed we can work on some of my ideas with his help my dreams would be realized well that’s it for the first chapter of the game there are two more which introduced more mechanics like gravitational fields and stuff like that overall the puzzles were okay it was satisfying to do them and like I said I really like the art style of the game and the music was okay at first but the music always stayed the same and after a while it kind of got annoying to me so in conclusion should you get this game well if you like puzzles absolutely yes it will still be free till the end of January but in the other hand after that it will cost ten bucks and for ten bucks I probably wouldn’t get it it just lacks features and well to me just appears more like a fleshed out mobile game so nah wouldn’t probably get it but if you like it get it while it’s free [Music] you

574 Sport, Keeping Adidas On their Toes, New Balance Fresh Foam 574s Bred Edition

I review a lot of adidas shoes especially
their boost lineup and their alphabounce lineup. And rarely do I ever talk about other brands. Why this matters is because adidas has a large
momentum moving forward into the future for them. They’re consistently minimal, effective, and
fantastic products that I loved for the past 2 years of reviewing shoes. But there are many other shoe brands out there,
and they are not going to ignore the momentum that adidas is picking up or else they will
lose their side of the market. So those other brands must introduce new and
better shoes to compete with what adidas is offering. This type of competition is the only way to
keep adidas on their toes. And I’m not saying adidas isn’t doing a good
job right now. adidas is really throwing their momentum forward
into the future, and they are consistently innovating, consistently making new measures,
consistently raising the bar higher for all these new companies. But competition is the only way that is lighting
a fire under adidas. and that’s the only way they will continue
to try to grab even bigger margins in the market. Which is why today in this video, I’m going
to be checking out the New Balance 574 Sport. Because I like the adidas boost technology,
I like the alphabounce technology. But at the same time I want to open my eyes
to more variety. I want to know what I am missing out on these
other markets. I want to know are they offering. In order to see if everyone is on the same
playing field or even better than what adidas is offering right now. Not because I’m not satisfied with boost. But because it’s just better to know your
market, and better to know everything else around you. Ronnie Fieg and New Balance, just collaborated
again to create the Dover Street market version. I do not have the Dover Street market version,
mainly because I found the red, black and white colourway, even more in tune with what
I like. And the dover street market versions are really
dope. I really wished they also added the switch
and swap logos for the New Balance logos on the original ones. But of course it’s special features that are
only available on collaboration only products. I know that a lot of runners actually look
towards New Balance for their next stride forward. But to me New Balance runners has always been
too extra. They always have a little bit too much colour,
or a little bit too much going on. and for me I feel like it needed a kick of
minimalism. Which is exactly what adidas is doing. So realistically for me visual wise, I can
only see myself buying their lifestyle sneakers because their colours are a little more toned
down, a little more simple, and minimal. So this video is my impression of the 574
Sport. New Balance 574s sports nubuck leather as
a part of their main construction of the shoe. The toe box the eyelets as well as their heel
area. This is borrowing from the original 574 that
also sports nubuck leather. Light grey double stitching is what holds
all the pieces together. They used a stretchy neoprene type mesh around
the ankle collar, as well as a thicker mesh around the forefoot. They also have a foam insole similar to the
ortholite insole. Now, I’m not sure who did it first, but it
doesn’t really matter as it just adds more comfort in to the shoe. They have a rubber outsole and a special EVA
foam for the fresh foam midsole. The N logo and the heel area also has reflective
patches which I think is giving homage to the runner culture. They used the same original design for the
574 leather pieces. But from what I can judge from the pictures,
the 574s seems to have a narrower toe box compared to the original which is a little
bit well rounded. The design on the ankle collar is actually
a bootie type ankle collar. As opposed to the regular 574 which is a tongue. The colour block is very minimal and very
beautifully done. As this is most likely what made the New Balance
574 stand out. On the midsole, the tesselated triangular
patterned midsole is a part of what tells the consumer where the Fresh Foam technology
is located. They also incorporated the Encap and the Adzorb
crash pad to the heel area. These features are a part of New Balance’s
comfort technology, and I’ll go in depth further in the next section. Due to the nature of material’s used, comparing
to the adidas Ultraboost or Pureboost, these shoes do crease as you use them. Albeit only in the midsole area where the
Fresh Foam is. But that’s not to say that the boost doesn’t
crease, it does crease, but very minimally. The comfort right away is between an Ultraboost
and a Alphabounce. It’s soft where you need it most, yet it’s
supportive and responsive. Since this is a lifestyle sneaker, you can
tell this shoe is made for walking. There is a neutral to medium arch support
in the shoe. The toe box in the forefoot area, due to the
suede construction really locks down your foot, making it snug. So definitely go half size up for this shoe. Because the toe box area is snug, it is actually
lightly hugging the ankle collar. Making the support holding on to your foot,
evened out on the front and the back. Unlike the Ultraboost where it is mainly locked
down on the ankle area. Surprisingly the 574s is much lighter than
it looks. However the adidas Ultraboost is still very
light and it almost feels like it’s not on your feet. Which is great for runners, but then again
the 574s is not for running. The best comfort in this shoe is the correct
placement of squishiness and responsiveness. Something I’ve never experienced before is
front toe pads. I wore adidas because it gave me and abundance
amount of support in the heel area and naturally like most people I’m a heel striker. But with boost, I seldomly feel any squishiness
on the front ball of my feet, even though there is boost. But with the 574 I can definitely feel it
right away, it’s almost like it’s raised a little to be supporting the bottom of the
front ball of your feet as well. The heel comfort is fantastic, it’s squishy
yet it has stability. Now I’m familiar with New Balance’s technology,
the Encap, and the Crash pad are the 2 main features around the heel area. As well, of course, is the Fresh Foam. The Encap, the matte looking hard plastic
around the ankle area. The Encap is what makes the structure stay
the same, but also feel the squishiness right between your heel. Sometimes, you don’t have stability, and your
heel might be thrown off. But with the Encap it apparently locks it
down for you. And the Adzorb crash pad is the part where
it has a thicker EVA foam, which is supposed to help you with your heavy impact in your
heel strike. And of course there is Fresh Foam which also
gives you the squishiness while you’re walking and while having the rest of the support there. The Fresh Foam gives you a rebound back, It’s
responsive and it’s squishy. At the bottom of the shoe, near the heel side,
you can see there is column, and if you put your finger there and squish it, that is where
the real squishiness of what you’re feeling under the heel of your foot, while you’re
walking in the Fresh Foam. With boost your direction of cushioning is
360, with 574 Fresh Foam, it is up and down comfort. No side to side. When you squish the Fresh Foam Downwards,
it folds downwards into the geometric shapes of the midsole. Now for the people’s who has been watching
my videos, you guys know that I have 2 preferences in all my shoes. Number 1 is comfort, and number 2 is looks. and if those 2 things are completely fulfilled. I’ll definitely support having that design
or that company make that shoe. And for me, I think that this New Balance,
really really good. It’s not like an Ultraboost good, it’s not
like a Pureboost good, But in it’s own ways, it has it’s own good properties. This shoe does not disappoint, and it’s really
amazing what New Balance has done here. They took their own styles, and their own
flavours and made a really comfortable shoe that is good looking, like this is very minimal,
this is probably one of the most minimal shoes that I’ve seen for new Balance. It takes a really sleek slim line shape. and it really has good comfort not straying
away from their roots, such as their Encap technology, their Adzorb crash pad, and introducing
the new Fresh Foam. Well Fresh Foam is not necessarily new, they’ve
been doing it since, 2013 I think. I’m not too sure, you can look it up. But of course any new technology can be re-iterated,
and keep on making. But this is the first Fresh Foam that has
really caught my eye. This is why I’ve copped it to show you guys. Mind you, this is my first time seriously
trying New Balance, and I can tell you I am impressed. I’m really impressed with the technology,
I’m impressed with the look of it, and it is very comfortable. I definitely support New Balance for changing
their direction with their Fresh Foam models. This one, it seems like it has a bright future
ahead of it. It’s not too expensive, its about $192 Canadian
after taxes. So it’s still a very affordable and comfortable
sneaker to rock around. Anyways, I hoped you guys enjoyed this refreshing
look at a new brand. That I’ve never talked about on this channel,
as well as a new silhouette. This has been Billy Visuals, you guys just
got Visualized and I’ll see you guys in the next one. Peace.

201549 2020 Chevrolet Equinox Premier FWD 4D Sport Utility Test Drive, Review, For Sale –

If you’ve been looking for the best four
door sport utility with excellent safety features, a reliable engine, and exceptional fuel economy,
then the 2020 Chevrolet Equinox is going to be a great vehicle for you. If you’ve been considering other SUVs such
as the 2020 Hyundai Tucson, then you should take a moment to see everything the 2020 Chevrolet
Equinox has to offer. Over the years thousands of infants and young
children have died after being left in vehicles, usually by accident. When turning the vehicle off, drivers of the
Equinox are reminded to check the back seat if they opened the rear door before starting
out. The Tucson doesn’t offer a back seat reminder. Your safety concerns can be thrown out the
window of the Equinox when compared to the Tucson. The, Into A Pole, test run by The National
Traffic Safety Administration, the Tucson received 4 stars, while the Equinox received
5 stars. For better stopping power the Equinox brake
rotors are larger than those on the Tucson. The stopping and braking test applied by Motor
Trend, gave the Hyundai Tucson another black eye. The Tucson, in the 60 to 0 braking test, stopped
at 128 feet. The Equinox stopped at 119 feet, that is a
full 9 feet shorter than the Tucson. Come on down and find out why the 2020 Chevrolet
Equinox is the right choice for you. You can even take it out on one of our free
48 hour test drives. Come on down and see why the 2020 Chevrolet
Equinox is ranked in the top 10 of J.D. power and associates in reliability. Take it on one of our free 48 hour test drives. Once you purchase it, we will cover it with
our free lifetime mechanical warranty.

LGR – The Sims 4 Tiny Living Stuff Review

January 25, 2020 | Articles, Blog | 85 Comments

LGR – The Sims 4 Tiny Living Stuff Review

[jazzed-out jazz music] Finally, a stuff pack that’s precisely what
I always wanted! The Sims 4 Tiny Living Stuff, where your sims
are shrunk down to a fraction of the size due to a mishap involving a baseball and a
broken window, and then — what? -It’s about tiny homes.
-Aw man really? I guess that makes more sense, sigh. All right so yeah, the pack’s called Tiny
Living Stuff, but instead of awesome shrunken adventures, it’s all about living in a relatively
undersized home. It costs $10 and is the sixteenth Sims 4 stuff
pack to date good grief what the balls. And I gotta say, even though I’d be way
more into a pack about miniaturized sims, I was still intrigued by Tiny Living here. Because yeah man, I’ve been rather tiny-curious
for years now, immediately sucked into all the YouTube channels and reality shows focusing
on the Tiny House Movement. And the whole idea is to make the most out
of a small space, rejecting the concept of buying a multi-thousand square foot home. I myself live in a house that’s about 800
square feet or 74 square meters, and while objectively not “tiny,” it’s certainly
a lot smaller than I could’ve chosen and that was very much on purpose. I’ve enjoyed the challenge of trying to
make the most of the space I have without piling a million things on top of each other,
so the chance to do so virtually in the The Sims 4 is absolutely my cup of nitro cold brewed
coffee. The first thing you’re greeted with on installing Tiny Living Stuff is a message about living in a tiny house and stuff. A pre-made tiny home has been provided to
plop down anywhere you like, acting as an example of what exactly constitutes a tiny
home in The Sims 4 universe. In case you’re unaware, a real life tiny
house is generally considered to be one under 37 square meters or 400 square feet. This example home in The Sims 4 is composed
of 32 tiles, and if we assume each tile is a square meter, then we’ve got 32 square
meters or 350 square feet, a bit below that of a tiny house IRL. However, Tiny Living Stuff lays out three
different tiers of tiny house, each with its own perks and requirements. The smallest being the Tier 1 “Micro Home”
at up to 32 tiles in size, Tier 2 is a “Tiny Home” at up to 64 tiles, and Tier 3 is a
“Small Home” at up to 100 tiles. The most fascinating aspect of these tiered
home sizes is that when you meet the requirements on a lot designed as a Residential Tiny Home, you’re provided a number of generous rewards for living there. Things separate from lot traits, like faster
learning, greater comfort, happier sims, healthier plants, and better relationships. So the less you do with doing more, the more
you’re rewarded for doing more with less! Er, by that I mean that, as of now, there’s
incentives to go small and a kind of odd punishment for having a huge house. Makes me wonder if they’ll balance it out
with a mansion-focused pack in the future. Heck they could even call it The Sims 4 Livin’
Large, I’d be down with that. Anyway yeah, this is a stuff pack packed with
stuff so let’s unpack it and stuff! First is an allotment of hair, accessories,
and clothing for pretty much everyone this time around, including the younginz. Fitting right in with the overall “hygge”
theme of living in a warm little cozy home, there’s a bunch of warm, cozy attire. Regardless of how much I want some of those
sweaters for real though, that’s just the garb and garment goods. Let’s get onto the main event, kicking off
with an assortment of single-tile desks and tables, suitable for all manner of desking
and tabling. Followed by a few decorative yet functional
items, including a lamp, readable books, and lighttable candles in a cluttered tray. Three chesty wardrobe shelving type things
for holding various objects and clothing. A patterned rug for plopping down in the middle
of the backyard or wherever. A pretty standard toilet and a sink that handily
works off-the-grid. Two TVs, one standing and one that attaches
to a wall, each pulling quadruple duty by also acting as a display shelf, a bookcase,
and a stereo. Various other wall-mountable items are here
too, including a mirror, a door, two shelves of random thingies, four potted plants strung
together, and a plant-inspired piece of artwork. Three sets of hanging light bulbs, each with
their own varying degrees of droopiness. An ottoman, that isn’t an ottoman I guess,
since it’s a pouffe? Whatever it is cats love it. There’s also a standard bed and a standard
loveseat. As well as this lamp that should provide storage
space according to its description, yet it’s totally unusable as such. It’s just a lamp. Seriously, why tout its supposed dual purpose as a shelf and then make it so you can’t set anything on it? At least it makes for decent kindling, so
I guess it does serve a second purpose after all. And finally, you also get three new chairs,
although two of them are slightly confusing at first. This dining chair doesn’t actually function
with the new dining table. For that you have to use these high chairs,
and once I realized that it was pretty awesome, letting me really cram in a buncha seating
in a super small space. Finally, the headlining new items of the Tiny
Living pack are Murphy Beds, with and without a built-in loveseat. And at first this seems pretty useful, since
you can fold them away when not in use and those wardrobe shelving units attach to the
sides for a clean-looking modular design. But really, Murphy Beds are… confusing. While I applaud the addition of new sleepytime
snuggle zones, the usage of them in this pack doesn’t make much practical sense. For one, they require the exact same 3×2 tile
floor space as a normal bed. You get a loveseat on one of them, sure, but
it still leaves tiles of unusable space underneath. And since sims can’t get into bed from the
front, only the sides, you need another set of tiles off to the left and right at least
half a tile wide. The worst part though is this stupid animation
that plays out far too often, where sims try to pull down the bed then fail in spectacular
fashion. It’d be fine if it happened one out of every
20 times or something, but nope, sims fail like every 3 or 4 times you open the dumb
thing. [bed fails, sim gets owned] Making this worse is the fact that this far-too-frequent animation comes with an unusually high risk of killing your sims! bed fails, sim dies] Now, okay, I’m all for new ways to take out bothersome sims, that’s just good times. But “Death by Murphy Bed” seems a bit
silly, and again, it’s tied to an unskippable animation that happens rather often. Yes, there are now bed upgrade options in
the game, accomplishing things like increasing comfort and preventing it from getting stuck. So you can alleviate the issue but still,
I’d rather it wasn’t so prevalent to begin with. And in my opinion, these repetitive slapstick failure animations stopped being cute like fifteen packs ago. So yeah, can’t say I’ll be using Murphy
Beds in my tiny builds going forward, since the way they work is annoying and their inclusion in this particular pack is questionable in the first place. Why not add them in the Discover University
pack, that would’ve made a ton more sense in my book, more so than a pack about itty
bitty 32-tile houses. I really think bunk beds would’ve been an
ideal addition to the Tiny Living pack instead, seeing as bunk beds actually do free up room,
providing two beds in a single 3×1 space. For that matter though, why not add better
loft options? Lofts are a staple of tiny home designs, and
making them in The Sims 4 means adding a second story with a cumbersome full-sized staircase. Ladders are used all the time in real life
tiny homes, but nope, nowhere to be found in Tiny Living. Even spiral staircases would be more space-efficient
but those still aren’t a thing either. For that matter, why not add steeper, narrower
normal stairs? Or at least provide some storage options underneath
them, which again, is something that you see all the time in actual tiny houses. Not that it matters too much I suppose, since
sims all have an infinite household inventory that hides as many items as you like within
a magic unseen void, hrm. Still, while I’m on the topic of things
I wish were included instead of murphy beds, why not convertible futons or pull out sofa
beds? Under-the-counter mini fridges or in-wall
ovens and microwaves? How about portable induction cooktops? Or over-the-sink shelf units and other kinds
of stackable knickknack storage things? Heck, composting toilets, solar power, and
rain catchers would’ve been nice, seeing as we’ve already got off-the-grid lots. Instead we get cumbersomely large homicidal beds and storage lamps that don’t store anything. At least they took the time to add Baby Yoda
to the game, so I guess that means it all evens out in the end, right? Heh, ahh now I’m just being grumpy, when
in reality Tiny Living is not the worst stuff pack by any means. In fact, I think it’s one of the better
ones for my playstyle. It’s just that this daggone game’s been
around for almost six years now, and after sixteen stuff packs, I’m more than a bit
fatigued. There are a number of disappointing aspects
to Tiny Living Stuff, no bones about it, and I know they’ve could’ve added just a bit
more in terms of useful objects and quality of life improvements. But they didn’t, and that’s just kinda
how it goes, we all know that. Still, I’ll personally be using a number
of the items added here going forward, along with building more tiny houses for the challenge
it provides and the rewards it unlocks, so you can glean from that what you will. [gratuitous fiery sim death] And if you enjoyed this look at the Tiny Living
Stuff pack, then maybe check out my let’s play that I did over on my other channel from
what I was just playing this and getting my thoughts together about the pack in the first
place. Or just stick around, there’s more videos
coming up every week on this channel. And as always, thank you for watching LGR!

Wii HIDDEN GEMS – 9 More Games for the Collection! ** NEW for 2020**

– [Metal] Hey guys, Metal
Jesus here, and you know what? I am still playing with my Nintendo Wii. I still enjoy the system, I still love trying to find hidden gems for this. But after doing so many of these videos, I’m startin’ to wonder, is it tapped out? Are there any more
hidden gems to be found? Let’s take a look. (hard rock music) All right, so the first game I wanna check out is called Pirates Plundarrr. You have to do it with that
little arrr at the end of it. (digital music) So this is a game that
is exclusive to the Wii, and right off the bat I know many of you are going, hey, this looks an awful lot like Castle Crashers,
and yeah, you’d be right. Now I don’t think this is actually made by the same developers, but you can tell that they were heavily
influenced by that game and were usin’ it as sort of a blueprint to make a beat-em-up on the Wii. And I gotta say, this game
is actually a lot of fun. So as you can tell, the
game has really colorful 2D-style graphics and also animation. Again, very similar to Castle Crashers. There are 40 different enemy types, so lots of baddies to beat up. Plus it has a lotta RPG elements where you can earn XP to upgrade your character as you progress, and there are a bunch of
different weapon types that you can use both in your
primary and secondary attacks. This game is just a really fun beat-em-up, it’s very simple, very easy to get into, it’s a lot of hack and slash fun, and if you have a Wii,
definitely check it out. (dramatic music) (swishes)
(grunts) Next up is a racing game that I have been planning to talk about for a while now. It is exclusive to the Wii, and the DS if you wanna get technical, and that, of course, is Need for Speed: Nitro. Now, I know what you’re thinkin’. Hey, how could a Need for Speed game be on a hidden gems list? Well, I would make the argument
that this is definitely, I think of all the Need for Speed games, this is probably the one that
is most often overlooked, and that’s a real shame, because this game is designed from the ground up to be a Wii exclusive, and
it’s just arcade goodness. This is an awesome game. (sirens) And the thing is for me that
the Need for Speed series has been going a little bit more realistic in the last, I would say, decade or so, and that’s fine, I like
those games, but this is definitely a throwback to
just pure arcade goodness. You can see by the gameplay footage here that, yeah, it doesn’t play like a normal Need for Speed game, at
least one that’s come out in the last 10 years, and again, I think that’s actually
a really good thing. This is so much fun. Being that it’s a Wii
game, a lot of people are concerned that (groans)
does it have motion controls? Well, yes, but thankfully
you can turn them off, so actually in this gameplay footage, that’s actually what I’ve
done, is I’ve turned it off, I’m playing it normally,
as it was meant to be. And really, the game
is just super arcadey. You can tell by this
footage, it kinda looks almost like some of the classic Burnout games, which is why I like it. The game has five different locations, Cairo, Rio, Madrid, Singapore, and Dubai. And it also has licensed
cars, which is cool, but again, as you can tell here, they are a little bit more cartoony,
a little bit more colorful. So yeah, if you like arcade racing games, you like the Need for Speed
series, and you got a Wii, definitely check out
Need for Speed: Nitro. (percussive music) ♪ Oh no, there goes Tokyo ♪ ♪ Go, go Godzilla ♪ Unleashed, on the Wii. (digital tones) (crashes) So yes, this is Godzilla:
Unleashed on the Wii. Now, of course, I do have to say, this also came out on the Playstation 2, but if you got a Wii
and you like Godzilla, you should definitely pick this up, because this is a really
fun monster beat-em-up game on the Wii, it’s surprisingly fun. And when I say surprisingly fun, it’s because, well, when this game originally came out it got a little bit beat up by professional
reviewers at the time, and I have to say, I think
that’s a little bit harsh, especially with a little bit of hindsight now that we can see it for what it is. Maybe the Playstation
2 version was better, but I have to say that this game uses the Wii controls, the Wii motion controls, and honestly it actually
works really well. They’re not very frustrating, it just feels very natural, very fun. And if you’re a big fan of giant monsters destroying everything in its path, well, this game’s gonna be for you, because it has a huge roster
of 26 different monsters. Monsters might be pushing it a little bit, because there’s aliens and all sorts of other stuff like that, but yeah, this has got a huge roster
of stuff to choose from. One of the really cool parts of this game is that you can totally
customize a battle, if you wish. You can go in there and modify almost everything that is
happening in this game, so including what type of monsters, the type of power-ups, how
often the health regenerates, you can even control the
size of the monsters. It just goes on and on and on. It’s actually really
cool if you just wanna totally just get in there
with a friend of yours and beat the tar out of each
other, it’s pretty cool. The Godzilla games can
be kinda hit or miss, but if you have a Wii, and
you have some friends over, this is a pretty good time,
definitely check it out. (crashes) Here’s a game that turned
out to be a total surprise, because, well, one, I never
actually saw the movie, and two, it’s a licensed game. And you know how that can be sometimes, that can spell trouble, but trust me here. Ice Age: Dawn of Dinosaurs is really fun. First off, I should probably point out that this also came out on other systems, but again, we’re just focusing on the Wii here, and yes, it’s great on this. Now, as you can see by this footage, this is a 3D platforming
game that’s pretty similar to a lot of the games of the time, very similar to the
Ratchet and Clank games where you platform around,
you’re collecting stuff, you’re doing a little bit
of combat, things like that. But the reason why it’s on this list and why it’s in this video is because it’s so well-designed, I
mean, it’s got great graphics, and it has really good level design. Great writing, and
honestly the voice acting is often hilarious, and there’s
tons of it in this game. And this game did a really good job of really grabbing my
attention as I was capturing this footage, I was having
a lot of fun playing this. (squeaks)
(percussive music) Now there are some motion
controls in this game, but I feel like that it’s not
super annoying when they do, because for the most
part you’re just moving with the nunchuck, and
then there’s a little bit of combat with the motion
controls, which, yeah, not probably my favorite,
but, again, it’s not too bad. But then there are times when
you’re shooting something in first person, and I
really feel like that’s a good use of motion controls. It actually feels more natural than trying to just use the thumbstick. So yeah, this is a
really fun and well-made 3D platforming game, if
you like these kinda games, you should definitely check it out, because this isn’t really hard to find, and again, if you don’t have a Wii, you can get it on other systems as well. (crackles)
(dramatic music) So you guys know that
I love light gun games in the arcade, but one of the reasons why I love the Wii so much is because so many light gun games came out for it. And I’ve covered many of them
over the last couple years. But one of the last
ones I wanna talk about is this one right here,
it’s called Top Shot Arcade. And it’s kinda funny,
because, I went on the fence about this one about whether
I wanted to talk about it, because this is definitely,
of all of the light gun games probably released, it’s definitely one of the most realistic ones,
because you’re technically hunting animals in the forest, and maybe not everyone’s not gonna be into that, but I wanted to cover this one anyways, because the truth is, it’s
a fun light gun shooter. And yes, you’re shooting
animals in the forest, and that might not be
everyone’s cup of tea, I totally get it, but this is a fun game, it’s well-made, and it deserves a mention. – [Commentator] Load your gun.
(bangs) No score for him.
(bangs) Popped him in the noggin. – [Metal] Now a couple things
that I notice about this over other light gun games is that, one, the stages actually are very short, sometimes lasting only a minute or two. And two, the precision of your shots is very important in this game, almost like you’re really going hunting. And I know that’s kinda silly to say, because this is obviously an arcade game, and it’s not realistic really in any way, but it is definitely
tougher than it looks. Unlike other light gun
games I’ve played before, this one I really had to
replay some of the levels multiple times because, as you see here, some of these animals
are running really fast, and it can be pretty hard
to hit them in a spot where it’ll actually take them down. So anyways, I know this game is not gonna be everybody’s cup of tea, but I’m pretty sure that no actual animals were harmed in the making of this game, and so, if that’s somethin’ that you’re interested in, and you
like light gun games, you should definitely take a look. (bangs) – [Commentator] He’s takin’ a dirt nap. – [Metal] All right, next up is a game that, well, I just kinda stumbled upon. I didn’t really know that much about it when I first bought it, but that is a game called FlingSmash. (cheerful music) The big selling point for FlingSmash was at the time it was one of the first games to support the Wii MotionPlus, and that is the device
that basically makes the Wii motion even more
accurate and more sensitive. And like the title of the game suggests, that’s exactly what you do in this game, you fling and then smash for score. And really, the game
kinda feels a little bit like pong or tennis, but
because of its physics, and because of the way
that it bounces around, it also feels a little bit like pinball. And what you’re trying to do is take out as many of these bricks while
the level is autoscrolling, and you’ll often have
power-ups and multipliers and stuff like that, so
there’s a lot going on, especially as the game progresses. And so what you’re doing is basically just controlling the direction and power of that critter that you’re
knocking around the screen, and then he takes out bricks, but you can also press a
button on the controller and that will instantly stop him, so that way you can autoadjust the angle and also how much power you wanna give him and send him off on another direction. Now, I’ll be honest with you,
this is not an amazing game, but I was surprised at how
much fun I had with it, especially when you consider that when I bought this, I paid a dollar for it. So when you wanna talk about hidden gems and games that people are overlooking, this is definitely one of ’em. And also, I would say, this is probably, if it’s not your cup of tea,
it may be really good for kids. That’s kinda what it feels like it’s designed for, so
just keep that in mind. All right, next up we got
another arcade racing game, this one called Hot Wheels: Track Attack. Now I’ve covered the Hot Wheels series in other videos before,
and the thing about the Hot Wheels series is that, again, it’s a series that always adds in fun. They’re never simulators, they’re always about just over-the-top action, and that’s actually what I really like. Now, I can read your mind,
and I know what you’re saying. This game looks like
ass, and you’re right. It’s not a very good-looking game, even when you consider that
it’s running on the Wii. I know, I get it, but here’s the thing. All I care about is is there a smile on my face when I’m playing a game? And the answer is yes, when I play this game, actually it’s a lot of fun. I mean, any racing game that
has a loop-de-loop, well, OK, I’m gonna give it a shot,
you know what I’m sayin’? (roars) And I wanna point somethin’ out, and that is in this game
there is some physics, and you can kinda see
that in the footage here, because you might see me
sliding around corners, and that was a part of the
game that I wasn’t expecting. And I actually think that’s pretty cool, ’cause once you play a
racing game like this and you know the rules of
it and how the cars handle and how it’s gonna take the
jumps and stuff like that, how it’s gonna go around
corners, I really dig that. So it’s a nice mix, again, of arcade and just enough realism to keep it fun. And the other thing when
it comes to racing games, and I wanna mention it
here, is that you can turn off the tilt controls, so,
that’s very important to me, because, you know, sometimes tilt controls can be a nightmare, and it’s good that some of these games
allow you to toggle that. So this one and also Need for Speed, like I said, you can
just play them as normal. And I mentioned the loop-de-loops, right? OK, cool, yeah, definitely check it out. – [Commentator] Outrageous!
(roars) – [Metal] OK, so first I talked about the Ice Age movie game, and now I’m talking about Penguins of Madagascar. Don’t hate me for this, OK? Just stay with me for a second. Yes, this is a licensed game
based on a animated movie, and typically those are
crap, I know, I know. But occasionally you
do get gems like this. So what’s goin’ on here, well, basically this is kind of like a 2.5D platforming slash puzzle game, and what you do is you switch between
four different penguins that each have their own unique abilities. For instance, one of ’em is
smart and can hack computers. Another one can jump and
then hover over gaps, which is really important
if the floor is electrified. Another one is really strong, and then another one can actually dash. And so what you’re doing in this game is constantly switching between those four penguins to
get past certain obstacles and enemies and get through a level. I actually found this game
to be quite challenging. It was not easy, and definitely required some creative thinking. So, yes, this is a licensed game based on a movie, and like the
other one I haven’t seen it. I do see some of these occasionally. But that’s OK, because
again, it doesn’t matter, it just matters if the game is
fun, and this definitely is. (digital music) All right, and then finally we have Hidden Mysteries: Titanic. So as you can see by this footage, it is a point-and-click adventure game that mixes sort of
traditional-style PC adventure game item hunting that you would see like in the LucasArts games, but also it puts in there the hidden object gameplay that is really popular, say, on mobile. And as you can tell by
the gameplay footage and also the title of the game, it’s really a retelling of the story of the Titanic and its last voyage, or I guess its maiden voyage
that was also its last, because of course it sunk
to the bottom of the ocean. But this also has new
story and also characters. I would say that it kinda
follows the James Cameron movie, but it’s just different
enough to feel fresh. But, again, the reason
why it’s on this list is because it really is a mix of that point-and-click, picking out
objects in the background, putting them together to solve puzzles, but then also it has sections in it that you have to find,
say, all the different pieces that are hidden
within the background. And so it’s very much like
two different types of games mixed together, and it feels very natural. I will say, though, that the puzzles can be a little bit obtuse. You will probably get stuck in this game and wonder what the heck to do. Now, there is a hint
system, which is very nice, and it’s completely optional,
but you are gonna be clicking around, kinda
wondering what am I supposed to use this for, where
is it supposed to go? Now, there are four different endings in this game, because you do have a bit of choice as to
how the narrative goes. And as you complete
the game, there is also a bonus level that you can unlock. And I’ve always felt that these kind of point-and-click games
are well-suited for the Wii because the Wii motion tracking actually is very mouse-like, and typically these games would be made for the PC. So, again, if you like
puzzle games, you like a challenge, you like a good
story, definitely check it out. All right, guys, that’s
another Wii hidden gems video in the bag, and I think this makes my sixth or seventh video
about Wii hidden gems over the last, jeez, probably five years. And the thing is is that I’m
kinda wonderin’, is that it? Is this the end of the Wii hidden gems, or are there more to be mined? According to Wikipedia,
there are over 1,500 games released for the Wii, so I
dunno, I’m kinda curious. Although I haven’t actually dove very deeply into other regions, either, so there could be actually some Japan-exclusive ones or maybe
over in PAL territories, that’d be kind of
interesting to check it out. Either way, I’d love to
know what you guys think down in the comments below, if there’s some hidden gems that I
haven’t played on my Wii, I would love to know
and share ’em with you. All right, guys, thank you
very much for watching. Thank you so much for
subscribing, and take care.

Super Mario RPG Review! (SNES) The Game Collection!

Welcome back to The Game Collection! I am SuperDerek and Super Mario RPG is a game
that I’ve known about for years but for some reason, I’ve just never gotten around
to playing it. This came up during one of my live Q&A streams,
and since then it’s been weighing on me. So let’s take a look at one of the strangest
decisions Nintendo has ever made, and why it paid off. I am SuperDerek, and this is Super Mario RPG! In March of 1996, Nintendo released Super
Mario RPG in Japan, and then in the United States only 2 months later. What was this game? Is it Super Mario? Or is it an RPG? It was developed by Squaresoft, and published
by Nintendo of America. It was an odd mashup of contrasting ideas
we wouldn’t see the likes of again until the Kingdom Hearts series years later, but
I’ve already talked about those games in another series. Super Mario RPG was the lovechild of Square
and Nintendo. Square was having trouble replicating their
success in Western markets, and Miayamoto was interested in seeing Mario realized in
an RPG world. And with Square being the undisputed king
of RPGs at the time, and Mario’s market domination, it was a match made in heaven. Super Mario RPG begins the way most Mario
games do. Princess Toadstool was captured by Bowser,
and it’s up to Mario to save her! But just moments into the game, as Mario rescues
Peach, and a giant sword crashes down into Bowser’s Castle, flinging our far-flung
heroes, flying far into atmosphere and far from the fortress, now festooned with a fancy
fencing falchion. Mario soon learns that this was the work of
the Smithy Gang, who, in the process also destroyed Star Road, preventing any new wishes
from being granted. Making matters worse, the Smithy gang is also
terrorizing towns all over the world! Now Mario will have to collect the 7 stars
to restore Star Road and restore peace to the land. Along the way, Mario makes some new friends
who join him on his quest including Mallow, the young cloud boy who thinks he’s a tadpole,
and Geno, the action figure and crowd-pleaser who comes from afar to lend Mario a helping
hand. Also accompanying Mario on his journey are
none other than Bowser, the King of the Koopa Troop, and Princess Peach Toadstool. The story of Super Mario RPG is very simple
and easy to follow. I’ve already told you 70% of what there
is to know, and you can probably infer the rest. This isn’t the kind of game where spoilers
are going to matter for most people. The story was written with the intention of
appealing to Western audiences of the 90s and in that regard, they were very successful. Super Mario RPG may be one of the best RPGs
for beginners out there, even to this day. But not just because the plot was easy to
follow. The writing in Super Mario RPG is very funny. It may in fact be one of the first few RPGs
to help establish the quirky funny RPG sub-genre, along with Earthbound. The character interactions between Mario and
Bowser in particular, are both endearing and funny to read. I enjoyed the portrayal of Bowser attempting
to keep up appearances around Mario and Peach, but also secretly having a good heart. Some of the characters were pretty two-dimensional
overall, such as Mallow, but again I think this was intentional to keep the overall experience
a simple and straightforward one. Besides the funny story and familiar characters,
Nintendo and Square implemented some new gameplay mechanics that further helped hook American
audiences: Timed button presses during combat that could significantly increase the damage
dealt to enemies, and severely reduce damage received from attacks. The mechanic actually reminded me of my time
with Shadow Hearts, except the visual cues when to press the buttons aren’t quite so
easy to spot, so it takes some guessing and hoping that you figure out the right timing
for some of the attacks. For Spells and such though, you can find out
the bonus timing from the skill description, which was pretty handy! Super Mario RPG wasn’t a terribly difficult
game, but you’ll probably want to make sure you have a low-latency way to play the game
or things could get much more difficult. Outside of combat there is some light platforming
here and there, but the truth of the matter is that it’s not very good, because isometric
visuals do not lend themselves well to precise jumping. And if you need further proof of that, taka
a look at exhibit B: Landstalker on Sega Genesis. But luckily Super Mario RPG did not make platforming
a central focus, so it was only a mild annoyance from time to time. The remainder of the game consist of some
other mini-games, including swimming down a waterfall to collect coins, collecting coins
jumping on barrels, and racing with a Yoshi. And that was also a little bit of a nightmare,
but I think I figured out the trick: The instructions the game gives are a little
vague, but you’re supposed to alternate pressing a and b buttons with the beat of
the music. But what they don’t tell you is that you
have to hold down the A and B buttons in order to keep moving forward. So tap the buttons less like this… and instead
press them more like this to the beat of the music. Also, this game will still absolutely require
a low-latency display. The world presented in Super Mario RPG is
bright, beautiful, and isometric. This style of world kind of reminds me of
the worlds shown off in Breath of Fire III and IV, but without any camera controls to
be found for obvious reasons. The towns are nice and bright, but most towns
look pretty similar to the next. However, dungeons are far more creative and
distinct from one another. The game’s use of isometry is perhaps one
of its most visually distinctive features, but that’s only part of the unique look
that’s become so familiar to us today. The graphics were also partially inspired
by those in Donkey Kong Country, which used Silicon Graphics workstations to render 3D
models of Donkey Kong and company. That very same Silicon Graphics workstation
was given to the Super Mario RPG team with which to render the sprites of the heroes,
enemies, and more throughout the game. Using pre-rendered polygonal sprites in an
isometric world may be one of the most ambitious uses of the Super Nintendo hardware, falling
just short of maybe games using the Super FX chip. The large and unique looking pre-rendered
sprites are expressive and put to fantastic use throughout the game, particularly as Mario
explains complex stories through pantomime, lampooning the silent protagonist trope that
this game adopted. Not to be outdone by the visuals of Super
Mario RPG, Yoko Shimomura who had previously worked for Capcom on and Breath of Fire went
to work composing music for Super Mario RPG. She now considers her time working on Super
Mario RPG a turning point in her career, and for good reason. She would go on to work on the Kingdom Hearts
games, as well as future Mario RPGs. The music included in Super Mario RPG is as
immediately recognizable and iconic as the visuals within Super Mario RPG, so much so
that as I played through the game for the first time, I recognized almost every single
song from older YouTube videos I watched long ago. The music matches the mood and themes of Super
Mario RPGs aesthetic to the T, it’s fun, upbeat, and quirky. Fun, upbeat, and quirky. Those are I think the best 3 adjectives to
describe not only the music, but Super Mario RPG as a whole. Sometimes I approach games like this, games
with a reputation, with some amount of apprehension. By now most everybody already has an opinion
about the game, and sometimes too much hype can kill an experience. But despite Super Mario RPG having a reputation
that precedes it, I don’t think that it was in fact overhyped at all. Some people claim that it’s one of the best
RPGs on the Super Nintendo. And while that’s definitely a tall order,
I can say that I agree. It IS one of the best RPGs on the system. It’s also short and sweet. It doesn’t overstay its welcome. Super Mario RPG is one of those experiences
where every moment you spend playing is spent experiencing something new in the game. And perhaps all of these reasons are why Super
Mario RPG went on to out-sell every other Squaresoft RPG on the Super Nintendo. And perhaps the success of Super Mario RPG
is what helped prepare Western audiences for the incoming wave of Amazing RPGs that we
were about to experience on the upcoming Sony PlayStation. Would Final Fantasy VII have sold so incredibly
well without Super Mario RPG as a warmup? That’s a question we’ll never know the
answer to. But we’re at the end of the review and there
is one final question that I can answer for you. And that’s that Super Mario RPG absolutely
earned itself a spot in The Game Collection!

Why Don’t Mystery Games Need Mechanics?

January 23, 2020 | Articles, Blog | 100 Comments

Why Don’t Mystery Games Need Mechanics?

There is nothing I love more than a good mystery
story, whether it’s classic novels like The maltese falcon, more modern televised
sleuthing shows like Twin Peaks and even mystery movies like the brilliant clue or Knives out.
Unfortunately, I can’t say the same for mystery-focused videogames… which have been
a little bit hit and miss. In L.A. Noire, the crimes don’t require
any sort of thought on the player’s part to solve because Cole’s magical ability
to tell whether a bit of evidence is useful or not makes investigations a sinch. In the
Batman Arkham games, starring supposedly the “world’s greatest detective” finding
out what’s going on is as simple as looking at a bullethole with your magic bat-o-vision,
whereupon bruce will just tell you. And in Heavy Rain, the focus is less on solving a
genuinely quite compelling thriller plot, and more on trying to get your head around
weird quick time events and unsatisfying plotholes. For a long time, mystery stories in videogames
have been mixed to say the least, but over the last year a mountain of utterly fantastic
games built around solving mysteries have come out of nowhere and have completely changed
my mind. I’m talking about stuff like disco Elysium, Heaven’s Vault, Tangle Tower and
a few others. But what did they do differently that means I suddenly like them? Well, I think
2019’s mystery renaissance is down to the fact that all of these games go back to the
roots of what makes a mystery fun to solve. So… what does make a mystery fun to solve?
Well, my dear viewer, it’s quite elementary, The best mystery stories are the ones where
you as the reader, viewer or player are given all the tools you need to crack the case using
nothing but the available evidence and your own brainpower. In, Sherlock Holmes and the
adventure of black peter, it’s perfectly possible to suspect that black peter was murdered
by a fellow sailor and not this cockney scamp *before* Sherlock Holmes, you can do this
by noting that the tobacco, and rum are favored by seamen (heh), suspecting that black peter
has a few skeletons in his closet and it’d take considerable skill with a harpoon to
pull this off. It’s this aspect of challenge, and extra effort the reader has to go through
that makes the solve at the end of the mystery so damn satisfying. You could almost say that a good mystery is
kind of like a puzzle, set by the author, to be solved by the audience- and you wouldn’t
be too far from the truth. Just as the investigator in a good crime thriller is running around
trying to figure out whodunnit, and matching wits with a criminal mastermind, so is the
reader engaging in their own competition against the author. A mystery, just like a puzzle,
is also bound by rules, if you cheat by skipping to the end, or the author cheats by not having
everything be explainable, then the integrity of the challenge is broken and the payoff
at the end is ruined. A great mystery game doesn’t need quick time events or a big
open world or stealth action mechanics to make it a game, because mystery stories are
pretty much already games – taking the form of a single massive abstract puzzle. Unfortunately, making a good mystery game
is a bit harder than just slapping an existing story on top of a level you can run around
in – in books, movies and TV, authors are able to pace out clues and tightly control
what their audience gets to see and when. However, in videogames, players need and expect
a degree of freedom, this can lead to them solving the case too early, not finding critical
evidence, or just getting lost and confused. Trying to control players by forcing them
to investigate in a certain way cheapens the act of solving the mystery, but just leaving
players to their own devices might lead to them having a less satisfying or outright
broken experience. It’s a real conundrum. But, when a truly special mystery game does
sidestep these problems, they can create an experience even better than the genre-defining
greats, because the solve comes entirely under the power of the player. Now, I could ramble
about how much I love classic whodunits forever, but instead, I’m going to break the structure
of a good mystery into what I think are its most important parts: questions, evidence,
twists, and the solve, I’m going to go through these four one by one to work out how more
recent video games create a compelling mystery without falling into the traps of their predecessors. Because the fun of mystery stories is contained
within the narrative itself, it’s important to immediately hook players and get them engaged
with the inner workings of the story itself, and the best way to do that is to get them
asking questions: The central conundrum of outer wilds is an incredibly complicated solar
system spanning sci fi adventure but by using a light touch, it’s able to get players
interested in finding out what’s going on without intimidating them by seeding interesting
questions all over the starting planet of Timber Hearth. This big spooky statue head was found on Giants
Deep, these weird gravity distorting crystals and Nomai artifacts were found on brittle
hollow, the ruins at timber harth’s pole give you some juicy details about ash twin
and ember twinand the route to dark bramble starts with this cute little anglerfish fella
and this weird plant that crash landed nearby and somehow has the capacity to teleport your
drone into dark bramble itself. Each of these little clues pose interesting questions to
particular kinds of players, and give them a concrete goal and destination to investigate
first. If those weren’t enough, you can also track the signals of your fellow astronauts,
there’s one on each major planet, and each one points you to an introductory mystery
to help you get to grips with their respective locales. By splitting up a larger mystery
into smaller parts, each with their own associated questions and puzzles, you can prevent players
from getting overwhelmed, and also control where they go first to stop them accidentally
solving things too quickly. However, it’s important to keep the process
of asking and attempting to answer questions moving along at a good pace, the more time
players spend away from the story doing other things, the greater chance there is that they’ll
forget connections between ideas, loose track of what they’re supposed to do or simply
get bored, by making getting that information as smooth as possible, players can spend more
time doing the fun stuff. Heaven’s Vault is just brilliant at this-
the game sees you translating ancient writing to figure out some even older spooky mysteries,
and because you’ve got to piece together the story from fragments of text, making sure
that you can reasonably deal with the mountains of information you get given is critical. Instead of requiring you to write down every
word and translation in the game, heaven’s vault stores all of your findings in a single
massive timeline based on when Aliya thinks they’re from and on a different screen that
tracks when you acquired them, along with a description of the item and how you got
it as well. This is especially helpful for when you unearth some bombshell evidence and
need to change your translation to fit – an inscription you thought was Empress Banished
Rebels, might’ve actually been Empress Buried Robots, and rather than having to go through
your notes and change everything, heaven’s vault helpfully updates all your translation
attempts as you change your mind. The aim here isn’t to make the mysteries
easier, just to reduce the amount of busywork and to keep the solves coming, ancient words
using similar characters often have similar meanings, and so rather than having every
puzzle be an exercise of pausing, meticulously comparing words and then deciding on a meaning,
heaven’s vault simply shows you some similar-looking guesses, crucially, without telling you whether
you’re right- brilliantly simulating the way cognitive biases can lead you astray as
well as giving things a much more even pace. Return of the Obra Dinn might be from 2018
but hits many of the same notes, the nautical mystery on offer here is a deeply interwoven
and incredibly complex logic grid of names, causes of death and jobs, but the Obra Dinn
makes sure that the act of collecting the evidence needed to work out who’s who is
as easy as possible. Locations of vignettes are automatically noted, the game tells you
who appears where and even gives you transcriptions of every conversation. These details are all
crucial to solving the mysteries of the Obra Dinn, but simply doing data entry really isn’t
much fun, so the game just skips it for you. But it’s important not to help the player
too much, if the mental game between the designer and player gets too easy, people are just
going to get bored. Messing with the player’s expectations is a crucial element of mystery
stories and it’s why they’re so fond of twists and fakeouts, because these literary
techniques are an excellent way to keep the audience from getting complacent. The great Hypnospace outlaw uses twists to
keep the player on their toes and stop them from thinking too rigidly, because the game’s
best puzzles are all about using readily available information in new and interesting ways. Around
midway through the game, in which you play as an alternate-universe late 90s internet
moderator you’re tasked with tracking down some bits of pirated music that some users
have uploaded and shutting things down. It quickly becomes apparent that you aren’t
going to be able to find it on the regularly accessible webpages, and you’ll need to
do a bit of digging. So, you track down the name of one of the songs, which points you
to this page about a tennis conspiracy theory, which says he got the pirated music from this
guy, Gear Head Gregg, who offers tech support and security advice and also seems to know
a lot about a secret filesharing site… hmmm. So, this site called flist needs a login to
access, and we know gear head greg is a member so we need to find his password – Players
will spot Greg has a whole page dedicated to teaching people to set a secure password,
using your age, location and favourite hobby. He even references himself in the example,
and it’s at this point that experienced puzzle solvers who’ve followed the obvious
breadcrumbs will roll their eyes at the tried and true hidden in plain sight password and
input the code – only to be told… they’re dead wrong. It’s quite clear that the hypnospace devs
knew the players would think they were really clever for inputting the example password,
because it actually doesn’t work anywhere at all, of course it doesn’t you big dumb
idiot. It’s a great little joke at the expense of people who thought that they’re a little
bit too clever for the game, like me, and helps bring the player down a few pegs. These
little jabs don’t stop the investigation in its tracks, but instead encourage players
to look a level deeper, and challenge themselves rather than settling into a routine based
on what tropes and techniques they’ve already seen. It’s important for the mystery designer
to stay one step ahead of the player, if a player tackles a mystery with narrative patterns
they’re already familiar with, it’s very possible they’ll solve the case just by
recalling a different story that already did this twist instead of actually engaging with
the puzzles the designer worked so hard on. The first case of the third phoenix wright
game is a really memorable example of this: The witness, one miss Dahlia Hawthorne is
so lovely, and so sickeningly saccharine at all times, that it’s impossible not to immediately
see the twist of her *gasp* actually being evil coming about eight million miles away
– because the game has already pulled this trick several times already. What’s supposed
to be a cool shock moment that sets up a genuinely quite sad ending to the case and a recurring
villain loses a lot of impact because of how easy it is to work out the real killer’s
identity and motive long before you’re supposed to. Let’s quickly recap before we continue.
Mystery stories are all about solving puzzles contained within a narrative, and for those
puzzles to be solvable in a fun way, players need to be free to ask and answer questions,
it’s got to be easy to gather up all the information you need, and the answer can’t
be too predictable – so how can video games pull off that final climactic solve? Well, the trick to a good solve, just like
I said in the beginning is in the challenge of proving to the game and to the designer
that you’ve solved the mystery and know what happened. Only then can you get the fantastic
payoff of watching all your hard work slide neatly into place, and getting to admire the
mystery being unravelled. Unfortunately, players will often unintentionally try to skip around
actually working this stuff out, and accidentally rob themselves of the satisfaction of the
solve. This is a real problem in games like the vanishing
of Ethan Carter, where the central mystery is pretty good, but the mechanics of the game
means that you don’t actually have to understand what’s going on in order to proceed. For
example, these timeline assembly puzzles where you test your knowledge of the evidence and
context by putting together snapshots of the past in chronological order are significantly
quicker and easier to brute force than they are to actually understand – whereupon they’ll
just tell you what happened anyway. The important thing, then is to make solving
the case require that understanding, and make it so that players are forced to engage with
the mystery on its own terms in order to win. Her Story, and to a lesser extent Telling
Lies are great at this. Both games involve searching a database of video footage to collect
evidence and work out what happened to either a mysterious woman suspected of murdering
her husband, or a government agent who’s gone undercover. Almost invariably, players looking to get
the juicy details will search for stuff like murder, or killed in order to get to the good
bit of the story, but the games very cleverly only ever show the first five chronological
results for whatever you type in, meaning trying to skip to the big reveals just lands
you with a bunch of useless filler. In order to find out the endgame details and the ultimate
truth behind the game’s plot, players need to actually watch the videos, and work out
specific search terms that’ll lead them to later video files. In this way, the game
forces you to understand and partially solve the mystery before you can progress, and as
an interesting side effect, creates a nice narrative arc out of disconnected footage,
because players will likely encounter clips in broadly the same order. Tangle Tower requires players to assemble
simple sentences using information and clues that they’ve gathered in order to prove
that they’ve understood the connections between evidence and witness testimony. It’s
*technically* possible to brute force these connections, but between eight different bits
of evidence to pair up and five options on the two dialogue wheels, you’re looking
at 1400 possible combinations per solve, and there are quite a few in the game, meaning
that it’s usually quicker to actually try and solve a puzzle than it is to try and cheat
your way past. This setup does have the nice side effect of allowing players to progress
if they’ve *almost* solved a given clue, because then they’ve only got a max of seven
things to try. A question, some evidence, a twist, and the
solve, four crucial ingredients for a classic mystery game, but we’re not done yet, let’s
quickly take a look at how these ideas are combined in the instant classic that is Disco
Elysium. Now, this is a heavily story based game so there will be some spoilers, but only
for an early, optional quest I beat on the first ingame day – if you want to skip ahead
that’s fine, just go to this timestamp. Now, for everyone else – Disco Elysium is
a game all about playing as an amnesiac detective trying to solve a suspicious murder, but I
don’t actually want to talk about that, I want to talk about a side mystery you’ll
find which I’ve named, THE CURSE OF THE COMMERCIAL DISTRICT, which is great fun and
also not really connected to the main plot which makes it great to use as an example,
so let’s break down how DE makes an interesting mystery in terms of those four steps. First, a question. Early on, in your main
adventure you’ll be able to quiz this library owner about what’s behind this spooky curtain
– it turns out, she thinks the run-down building complex is haunted, and it’s sapping the
life out of her shop, which is failing so badly she’s forcing her daughter to work
instead of going to school. Surely there can’t actually be a ghost that seems to prey on
capitalism… right? Either way, it’s a hell of a mystery and neatly ties into the
surreal and political themes of the game. Next up, evidence gathering, you and your
lovely best friend Kim explore the ruined commercial area, finding what remains of run
down businesses like a gym, a taxidermy place and what’s clearly and MMORPG developer.
Over time, by connecting the dots between bits of evidence, like this planning board
and scary polar bear fridge, you’ll find out that all these businesses dreamed too
big, and ended up going broke. Third, a twist! It turns out there’s a hidden
business still operating here! A novelty dice maker, this reveal opens up a whole load of
new questions, forcing you to re-evaluate- why did her business survive? Is *she* the
source of the curse? Why does she stay hidden? By answering these new questions, chatting
to kim and quizzing the dice maker, you get to form a complete opinion on the case before
heading back to the library owner for the solve. Here you’re faced with the question of not
just why you think all these businesses seem to fail, but what kind of person you are.
Is the pacemaker really a demon? Did these people all fail because they lost sight of
true art™?Are you a capitalist who thinks all these people just had terrible businesses,
or were all these passion projects doomed to fail *because* of the oppressive bourgeoise
rule over Revachol? The important thing is that the conclusion is yours to draw, and
it feels incredibly satisfying to come to, as it’s the culmination of both your investigation
into the world, but also your character – by resolving this mystery, and discovering a
little more about what kind of person you are, you can uncover one more bit of evidence
that can be used to solve the case of your missing identity, something that won’t be
confirmed for sure until much later in the game. Mysteries are at the heart of so many great
stories, and by not capitalising on them, video games are missing out on the potential
for some truly brilliant experiences that test the players lateral thinking and analytical
skills, rather than their mathematical abilities or reactions. Sometimes a great game isn’t
the product of slick mechanics or load of content, but a purity of vision and an understanding
of what makes particular kinds of narratives tick. Mystery stories are all about curiosity,
persistence, and a desire to think outside the box, both when it comes to designing them,
but also experiencing them too – and even though they might be competing, at the end
of the day, players and designers of mystery stories will need to collaborate to truly
bring this vision to life. And there’s no better way to learn how, than 2019s brilliant
mystery games. Tl;dw if you like the sherlock tv show you’re
officially banned from my channel. I don’t make the rules, sorry. Hello! What’s up? Don’t worry about just
now, you don’t really have to go- I was lying… which, coincidentally is what Steven
Moffat thinks a twist is. Anyway, I’m talking to you right now, because
I’ve got a few shoutouts to make, first for a cool up and coming youtube person who
you should be watching instead of me, and then for my top-tier patrons. The youtuber
in question is none other than Tom o Regan, who does snappy, fast paced game design insight
videos with a little bit more of a comedic bent – his stuff is a really great change
of pace, and it’s been interesting to watch his style evolve and grow over the last year,
go show him some love. But the real stars you should be showering
with praise are my lovely patrons, but especially, my top-tier 10 dollar a month mysterious benefactors,
who are: Alex Deloach
Aseran Auno94
Baxter Heal Big Chess
Brian Notarianni Calvin Han
Daniel Mettjes David Dumitrascu
Derk-Jan Karrenbeld doodlehog
Evie Ibbathon
Jessie Rine Joshua Binswanger
Lee Berman Lucas Slack
LunarEagle1996 Macewindow54
Max Philippov MrTWithSomeTea
Patrick Rhomberg Philby The Bilby
Phonyhomeless Pr05p3ro
ReysDad Samuel VanDer Plaats
Strategia in Ultima yaron miron
Zach Schuster Chao Phew, the list is getting longer every month,
thanks for your continued support, happy new year and I’ll see you around, bye!

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Dragon Quest Games – RANKED – Worst to Best

Welcome back everyone, with Dragon Quest XI
worldwide release getting closer every day, I thought I’d put together a ranking of
every mainline entry in the series, so for today’s video we are looking at every Dragon
Quest game from worst to best. Also, this list only covers numbered titles,
so the many DQ spinoffs out there will not be included. Transition The first Dragon Quest is also the interestingly
the worst Dragon Quest. Don’t get me wrong, I actually do like the
game quite a bit and its innovation cannot be understated. DQI is the first Japanese roleplaying game,
merging together elements of western and eastern game design philosophies to produce a title
like no one has seen before. The game incorporates an open world design
and forces players to piece together clues to eventually work your way to the end boss. It doesn’t hold your hand even a step of
the way and overall the game is extremely experimental in nature, with a lot of tedious
elements being present including only one save point being present in the game world
and a seriously clunky menu system. Thankfully, the developers behind the game
know how to learn from their mistakes, so the franchise only improves from here. The next game is probably the strangest entry
on the list for a number of reasons. Dragon Quest X is the only entry on the list
that is not a single player role playing game. It is actually an MMO and so far has only
ever released in Japan. I had to jump through a few hoops to play
it including getting a little program that automatically translates the Japanese text
to English and let me tell you, I am a bit skeptical on how accurate this is. “Weird stuff” Uhhh Overall, the game hardly feels like a mainline
Dragon Quest game, it’s more of a spinoff to be honest. In DQX you do loot quests, raids with friends
and there’s even a bit of story to the game. I’m ranking it low because it is just so
different than the main games and I probably only enjoyed it more than DQI, but for an
MMO it is quite good and if it ever comes out in English, I would definitely get a membership. Dragon Quest VI. It’s a game that took forever to make its
way to the west. Originally a Super Famicom game, it got its
English Nintendo DS remake over fifteen years later improving the game in many ways. The game sees a hero who has to travel between
alternate realities, meeting new party members to eventually face off against the evil Murdaw. It is quite a good game, but overall, out
of the DS Dragon Quest games I’d say it’s the worst of the bunch and widely considered
a black sheep among the fanbase. There’s just nothing overly remarkable about
it, the story is just decent, the party members actually feel a bit flat with less companion
dialogue than DQV had and it just does not shine as brightly as IV, V and IX do which
is why I’m ranking it a bit lower. Dragon Quest II comes right off the heels
of the first game and immediately you can tell it is far improved. It still follows largely the same formula
as the first game, with cryptic hints leading you to explore a game world that truly feels
open. The world is huge, fun to explore in any direction
you want and so many elements from the first game have been fixed including multiple save
points, a more content filled world with more variety in equipment and multiple party members. The game is a great sequel that really paves
the way for the series. Dragon Quest III is an iconic classic. Serving as the origin story of the series
legendary hero, Erdrick, Dragon Quest III is an epic adventure in an open world that
massively improves upon its two predecessors. The game features a day and night cycle, the
new class system which gives players thousands of possible combinations and it introduces
a new party system which allows the player to name and create multiple characters with
different classes that come with their own strengths and weaknesses. It’s a revolutionary game that serves as the
refinement of the series and it truly feels like a role playing adventure, with players
really needing to think about every choice they make going forward. The game also improves the narrative of the
series greatly, boasting a very well thought out story involving Erdrick’s quest to defeat
the evil Baramos. This strong focus on the narrative helps bring
the world to life and the game still retains much of the investigative gameplay that the
series is known for. The GameBoy Color remake makes the original
NES classic even better. This is one GameBoy game that should not be
missed. Dragon Quest IX. This is the only game on the entire list that
is available exclusively on only one system, the Nintendo DS and it is the last Dragon
Quest game developed by Level-5 . The game is one of, if not the most visually and mechanically
impressive DS games I’ve ever seen. It features full animated cutscenes, 3D graphics
and a massive world. The game also made many changes for the series,
discarding the random monster encounters in favor of having monsters out on the field. The game follows a Celestrian, an angel like
being, who falls to Earth and has to make his or her way back to the observatory. The game is very unique in that for the first
time in the series, you can fully customize your characters down to how they look, their
gender, and even the clothes they wear. Armor and weapons actually change the appearance
of your character this time around, ensuring that no two people have the same characters. In addition, the game brings back the same
party system of Dragon Quest III, which I actually am not a huge fan of for this game. Many people note that because you make your
own party members with custom classes, names and looks, they lose out on having companions
with personalities. The companions in the game feel like empty
husks and they do not talk to you, unlike the DS remakes of IV, V, and VI which feature
unique story companions with interesting personalities that talk to you whenever you want to. This system was okay back when DQIII was out,
but this kind of party system is a bit outdated at this point. Regardless of this, the game overall is extremely
good, featuring an epic story, soundtrack, and even multiplayer options. It really showed off what the DS was capable
of and will prove as a good reason to go back to the system. Dragon Quest IV: Chapters of the Chosen. It’s not just a name, the game is split up
into chapters. DQIV, originally on the NES and later remade
on the DS in an unfinished state and once again remade on mobile devices in a finished
state, is a game that kicked off the Zenithian trilogy of the games including V and VI. The game is structured in a very unique way,
focusing on multiple different characters from around the world. You play as these different characters and
learn their story, gradually leading up to everyone meeting up to defeat the evil Psaro
the Manslayer. The game extremely cool because of the way
it builds up the various characters you eventually meet and at times feels like multiple games
in one. There’s tons of party members too and they
all have unique abilities, making for a diverse lineup. Earlier I said the game was incomplete on
the DS. I really meant the localization was incomplete. The English version of Dragon Quest IV on
the DS removes one of the coolest features of the franchise, party chat. Party chat basically works by pressing the
B button whenever you want to talk to your companions and they will say something unique
almost every time depending on the situation you are in, really making them feel like people. Without this feature, thousands of lines of
dialogue were lost, which is a huge shame because this is a game with so many great
characters with great personalities and you won’t be able to even talk to them, however
luckily the mobile port completed the game and gives us all of this party chat dialogue. It is identical to the DS version in every
other way so it is the best version of the game for Westerners. If you have a phone, and yes you do, pick
this one up. This is the one everyone knows about. Dragon Quest VIII: Journey of the Cursed King
for the PlayStation 2. Dragon Quest VIII follows a band of four adventurers
tracking down a wicked Jester to undo a curse on an entire kingdom. The game’s visuals are timeless. It’s a PS2 game, but it looks fantastic, with
cel shaded visuals really bringing out the art style of Akira Toriyama. The game even has fully voiced scenes in the
English version and is the only game in the series so far to have this. Dragon Quest VIII presentation is what really
sets it apart and its story, full cutscenes and the interactions between its many characters
bring it to life. It introduces some new mechanics as well including
the ability to psyche up, the new skill point system that allows different paths for weapon
types and an alchemy pot to create new items and weapons with. The skill paths are especially great as they
allow for so many different play styles, which brings me back to this game again and again. That’s not to say that it’s a perfect game,
the battles are a bit slow to accommodate the flashy animations and you’re working
with only four different companions, which is a lot less than most games in the series,
leading to a less diverse team but when it comes down to the game’s massively improved
presentation all while maintaining the feel of the series, I would say that this is a
huge step for the franchise and one of the finest games on the PS2. Imagine a game that takes over a hundred hours
to beat. With thousands of lines of dialogue and tons
of story to get through. That’s what Dragon Quest VII is. Originally released on the original PlayStation
and nicely remade on the 3DS, Dragon Quest VII represents a huge turning point for the
series. The game stars a trio of kids who travel back
in time to restore forgotten parts of the world. It’s a super mysterious game and is very notorious
for a two hour long intro section in which you complete very challenging puzzles reminiscent
of the game Myst and along the journey you meet more characters than you can remember. The game is just huge, boasting one of gaming’s
largest scripts with over 70,000 lines of dialogue, and it introduces my absolute favorite
feature in the Dragon Quest series, the Party Chat feature, which works well to hear the
comments of Kiefer and Maribel who both have defining personalities. In addition to just how massive the game is,
it ramps up the investigative aspect of the time travel in the game requiring the players
to seriously think at times and piece together the next objective without being told exactly
what to do. The new class system is also really great,
allowing you to change the classes of you and your companions while maintaining their
personalities. Overall, its the definition of a hidden gem
and definitely the PS1’s swan song. Dragon Quest V is the best game in the entire
franchise. Its a title that takes everything good about
Dragon Quest and puts it into one package. The game is about family, friendship, and
good versus evil. The story follows one hero’s transition
from childhood to adulthood where he journeys to save his mother from the clutches of the
underworld. It’s an epic, emotional tale with extremely
well written characters and a living, breathing world that is constantly changing around you
as the years go by in the game. It also introduces many new aspects to the
series including the ability to recruit monsters you’ve fought into your already bustling
party that includes a wife that you choose yourself as well as many friends you meet
across the journey. The characters in Dragon Quest V are so well
written that you can feel a bond between them and the protagonist and the Party Chat feature
in this title is the most robust so far, with your party members having something to say
after almost any situation or talking to any NPC you meet. There is so much attention to detail put into
Dragon Quest V its ridiculous and it ends up being the most enjoyable entry in the series
to me, with every feature one could want, an extremely diverse group of multiple interesting
party members and an epic story where you find new locations on your journey to defeat
the franchise’s most evil villain yet. Dragon Quest is not just the best game in
the franchise, it very well may be the best RPG ever and is a must play for fans of the
genre. I hope you guys enjoyed the video. I wanted to thank everyone for helping me
get to one hundred subscribers recently, I couldn’t do it without everyone’s support. If your name isn’t listed, I apologize,
some people’s privacy settings don’t allow me to know you’re subbed to me. Regardless, I hope to make more content for
you all to enjoy in the future. See you next time.