maybe Exvulnerum wasn't a mistake
- Likes received
BROCK IS A TRUE FRIEND
Finished the game. Now some thoughts.
I have recently finished the game yesterday.
Now I would like to share some of my totally unorganised thoughts I have about the game &
So it started like when I searched itch.io for various words.
Did not find then any game that meet my arbitrary choice of criteria.
found something else.
itch.io has this button "related games" and it is useful for finding more cool stuff sometimes.
at some point I found a game which I really liked.
Fugue in Void.
Then reading some comment by people
Someone comments that the game game is
taking theme & stuff from NaissanceE
or something like that
I heard that name somewhere I think.
Maybe I could check.
Oh wow it is free!!
and introduction looks interesting
Ok I will try
And so I try
of course first thing I do in a game is check all possible settings.
I change from 1280x720 to 1280x800.
Somehow I fail to notice that I'm able to set my true screen size 1280x1024.
(I only noticed it now)
So I spend all my game time not using my entire screen...
I see the gamma brightness adjust.
Game says play me in a dark room
Ok I do.
I play game without lights on in the room and with headphones.
I play from start to end in 5 evenings.
Ok who is Lucy?
What's going on?
I don't know anything.
I'm thrown into the middle of this world.
I have to move forward.
I quickly realise that I really like what it looks like.
It is only the beginning but I already like it so much.
There is a feel
like this area seems to have the puzzles intentionally.
like the purpose of the puzzle is to just be the puzzle.
At the same time it feels out of place.
Like why am I in this puzzle area?
Why is there a puzzle area?
And how is it that this is exactly where I got lost?
I'm not super good at skill based puzzles.
I'm not that good at this finger dance.
When I play some games I sometimes press wrong buttons by mistake.
for example I want to jump over a hole but instead I shoot a weapon and fall inside.
oops wrong button.
Luckily in this game the only action buttons needed is left hand shift run and right hand mouse breathe.
So not likely to confuse.
Also puzzle seems at correct level of challenge.
I discover that I can die here!
I repeated some segment because I thought that I missed something there.
Then I jump down and fall dead.
And then game instructs me (again) how to run and breathe.
(how can I do this when I'm dead?)
The injury damage effect!
Something about the sound
the voice she makes
when fell too much but not dead
I don't know why
but it makes me feel really sorry for hurting her this way.
I didn't feel such thing with some other games.
DOWNWARD MOVEMENT CHAPTER
ok wow this is much bigger that initially thought!
So how I earlier said I really liked how it looks and feels and sounds like?
In this chapter this will only increase much more
something feels different.
Like previously I was following some puzzle course.
Now the game seems to say
ok so you reached this point, great, now do whatever, I don't care any more,
go home or whatever
and I'm left in the middle of this world
no longer guided forward
I go down because this is the only available way
but much more "on my own" than before
at least that's how it feels
I really don't like the part with jumping on the blocks moving out of the wall and back in!
but somehow I got lucky because when I almost reached the middle safe place before the next set of blocks but reflected and fell down the game registered the checkpoint anyway.
In these areas it's often possible to go in multiple ways and places
In games like this I really like to check all the places I can see before going forward.
But here it is not always obvious which paths are progress and which are just some additionalities.
So sometimes I have the situation where I turn around and go back because I realise that I'm on the main path forward and the other I should have checked first.
I still feel that I haven't seen everything.
WIND MACHINE CHAPTER
Ok I really hated that wind air machine in pipe challenges
but I also liked it.
but I also hated it
but I also liked it.
it kind of is designed hostile to the player
not the character in game (ok that too) - but the actual player
You fail to stay on the spinning thing and fall down?
Just try again.
Wait not so fast.
First you must get killed by the big fan and only then you can try again.
No, wait, that would be too nice too.
So after you fail
you cannot simply walk back to try again
and you don't get immediatelly sucked in by the big fan to get killed
No, you have to walk back by yourself AND ONLY THEN you get sucked in and get killed
(or if you wait long enough)
And then have some small walk from checkpoint to the actual challenge.
Ok whatever I will take the challenge!
Increase the focus level.
after some time I overcome this and it feels great when I do it right.
Then the long challenge sequence.
here it was nice enough to have some checkpoints otherwise this might have been too much.
Remember what I said about keyboard finger dance?
game now wants to kill me in various ways and I have to go forward towards more progress.
I very don't like the part with going on the rotating thing in opposite directions.
There are some parts when I repeatedly fail because I do something wrong I don't know what.
I don't understand!
But then I learn and move forward.
OK I ACHIEVE 100% FOCUS LEVEL
and the music which appears at some point there,
I'm in a state which I don't even know how to describe.
Finally, success, I can move forward towards more progress.
Again such good music choice.
How is the game so good at making this feel?
Really liked this part.
longest stairs ever.
I fell down 3 times, to the left
when I rested my finger on the A key too much.
keyboard too sensitive...
the sand place is big and walk through it will be long
and I can go in any directions
easy to go somewhere wrong and lose much time
I can see two possibilities:
either I have to follow the landmarks to get somewhere
or it is not that important where I go, something will trigger anyway and game will progress.
so I'm outside on endless sand and why is all this more stuff hanging in the air?
why don't I see its shadow on the sand?
Where does light come from?
I observe some cool evend then jump down
the chapter is called Endless Dive, after all.
(after finishing game I later return to explore this place more)
what does it mean host?
why is this the host?
why does it activate some TOTAL DESTRUCTION MODE?
what is going on again?
will I ever understand anything?
BIG LAST ESCAPE RUN
This escape run is very cool.
There was one point where I get stuck a bit but then I realise the solution and continue the escape.
one last jump into white door and
(i kind of expected something after?)
I'm left with so much thoughts and feels.
Definitely I will remember it long.
also can I have more?
I see announcement for next game Sens
I can see this game as it is being made.
great, I buy it.
...it doesn't work...
I tried to hunt for the stakes on my own but it is shockingly difficult and annoying. I gave up and used a guide.(Haven't played Kaizo lately so Starmie is still alive)
I've been playing Suika game and Pokemon TCG Live lately. Still haven't hit 3,000 points in Suika game! It's fun though.
Then last night I opened up Pokemon Scarlet for the first time in forever and started doing the thing I left off on... stake hunting for the legends of ruin. One hour later, still no stake LOL. I haven't been able to unchain even one of the doors.
Welcome to the wold of gaming where there was less hand-holding. I'm also not saying that games are better or worse for having player aids. They were probably omitted out of necessity thanks to hardware limitations, which also seems like the root cause of some of your other frustrations, like the loading screens. We've become accustomed to large open worlds with live cities and minimal loading times in games, which just wasn't possible on even super high end PCs at the time.So I've just finished the main Half Life series (sans spinoffs, i.e. Alyx, Opposing force, Blue shift, Decay), and I will be making a video related to this but I wanna rant about it here.
Warning, spoilers probably.
The games are GOOD. Like, REALLY good. They have all the aspects that make a videogame enjoyable to play, and I'll try to go into as much depth as I can regarding each entry of the main Freeman series.
Half Life (Source)
The first game introduces us to the main character: Gordon Freeman, a theoretical physicist employed at Black Mesa. In experimenting with mysterious elements from another dimension, we accidentally cause a great rift to another world known as Xen that transports an army of aliens into our world. We must travel to the other side of the expansive laboratory, aided by security guards, an arsenal of conventional and non-conventional weapons, and The Science Team(TM) to send a rocket into space that allows us to freely teleport to Xen, where we may face off with the giant telepathic space fetus that has been sending aliens to kills us. The game ends with Gordon being pulled aside by a mysterious not-quite human manin a suit who offers us a new job, whatever that may be. Accepting will end the game, putting Gordon into a stasis for about 20 years.
Half Life  is a game characteristic of its time, with pointy polygonal graphics and a relatively impressive (yet rudimentary) physics system. While it shows its age, the game is clearly a pioneer for its time, experimenting with mechanics that are not just unique but work incredibly well. Having played Portal 1 & 2 before, it's easy to see the similarities in Level design that place a lot of focus on problem solving and puzzles, the main difference being that HL puts more emphasis on combat and action.
It's easy to see that Valve had a lot of fun designing the weapons for this game. While you have your familiar pistols, shotguns, and SMGs (I particularly became very fond of the Magnum Revolver, personally dubbed the "Big Iron"), you also get a sick laser gun (Tau Cannon), the backpack from Ghostbusters (Gluon gun), A BEE CANNON (Hive hand) and an absolutely demented little creature that you can throw at enemies (Snark).
There's a few really cool mechanics I feel worth mentioning. There are a lot of moving parts. Platforms, elevators, fans, and the game doesn't shy away from integrating them into the environment. A giant fan isn't just something you have to go turn on to progress to the next level, it's now the next challenge to get past because Black Mesa said "screw it" to OSHA and placed the control panel underneath. That one enemy that hangs from the roof and slowly picks you up to eat you? Don't kill it yet, that's your elevator to a secret weapons cache on one particular level!
My main complaint is that some of the levels were easy to get lost with, and I'd end up having to look up a guide to tell me where to go next, or how to use equipment. There was, in particular, one level where you use grenades to attract the attention of a giant tentacle monster away from you, but but I think the explanation for that was in a voice line that didn't play for me. I'm not sure if the directions were unclear or if I just kept missing obvious signs, but I'd often find myself running back and forth between stages to try and find maybe a door or a ladder I missed, which brings me to two minor complaints I have:
LADDERS, are a pain to use. Engaging with a ladder will lock you on it, meaning it's hard to get off until you jump, and Lord knows where you'll land. Sometimes I'd accidentally fall off REALLY tall ladders, just trying to get off at the top, falling 5 storeys and dying.
LOADING screens suck. I know for a map of its size they're necessary, but entering a new area causes the game to temporarily freeze so that the next area can be loaded. Eventually you get a feel for where the thresholds are where the game is going to halt, and you learn to avoid going back over them so you don't waste more time than necessary, but there's gotta be a better way to do this, right? I think portal remedied this with the elevators, so that at least in terms of immersion the waiting period could be ruled out as "waiting for the elevator to arrive". This is particularly a problem in combat where I might have a rocket flying towards me, or be face to face with a tough enemy while I'm on low health.
With all that said, good game. Good story, original mechanics, solid gameplay. Some of the puzzles and parkour bits require a fair amount of patience, but it's got good level design. 7 out of 10.