Phaedrus' Street Crew
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About Roderick

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    Bad Brain's Intern(TM)
  • Birthday 08/12/83

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  1. I can't readily compare the remake to the original, haven't played the latter in a while. Maybe it is just the swampy area, like Erkki says. I've just finished Shamazaar. What will frequently happen [at least there] is that Cutter runs up against something (even small obstacles) at which point the 'forward' button becomes completely unresponsive. A dead stop. Maybe I'm spoiled by the likes of Breath of the Wild, which does away with non-climbable obstacles in its entirety. The jumping is arguably worse. There's no real telling what the ultimate point is for Cutter to launch off a platform. I always feel I should be on the edge before jumping, but often he just slides off without jumping. If I want to make a serious attempt, I'll have to initiate the jump a good meter before the point my feeling tells me I should jump. This was already the case in the original by the way, I distinctly recall it. (Cutter also has a borderline useless upward jump, where most of the time you'll want his jump to cover at least a little horizontal distance.)
  2. Assassin's Creed Origins

    That might be true! I got around to playing PoP2008 a few years ago and it was just such a nice experience.
  3. Modest Tech: The NX Generation (Nintendo Switch)

    It's been mindboggling to see how Switch-deprived Japan is, more so since it's a Japanese console. Here in Europe the shortages are way over, and it was never that bad. Sure, apparently every single Japanese person is legally forced to own a Switch, but still. You can get one on the shelf over here in the Netherlands, whenever you want. It has provided the world with many great photographs of Japanese folks queueing up though.
  4. IT'S HERE! After the failed Kickstarter Appeal just worked away at it and BOOM, we have an HD update of Outcast, available NOW! I have it. It... doesn't really hold up. The graphics are actually pretty nice and modern, though it's obvious they had a few key areas that they couldn't easily facelift without putting in serious work, notably animation. That's not the problem though. The problem is that it plays horrendously. Was Outcast always this atrociously sluggish and unresponsive? Maybe. Maybe I never noticed before because it was 1999 and I was just super thrilled to be playing in such a massive world. But man, it's bad. Controlling Cutter feels like wading through a knee-deep swamp, you're always fighting to make anything happen. The slightest stone in his path will make him grind to a halt and you'll need to awkwardly turn around 90 degrees to circumvent the obstacle. I haven't yet mentioned the jumping, the sheer horror of trying to jump. Did they think this would pass in 2017? I can't imagine it. This must be a budget restraint, but at the same time I feel they did make some adjustments to movement, just... not very good ones. I dig being back on Adelpha and Lennie Moore's soundtrack remains one of the best ever made. But for anyone not on a nostalgia kick, I cannot recommend this. It's very nearly unplayable. Outcast's legacy was handed over to the likes of Assassin's Creed and Gears of War (in terms of control scheme), who ran with it and evolved it, and there's no going back, it seems. Maybe they'll patch in some better movement, but I'm not holding my breath.
  5. Assassin's Creed Origins

    Agreed, AC1 was huge and already insanely ambitious. And I remember there being a few years between the first and second game, without all too much in the way of announcements and fanfare (they were probably quietly slaving away at the Ezio spectacle) where I was really hoping there'd be more. Well, that wish certainly came true.
  6. Assassin's Creed Origins

    Now mind you, I haven't played anything after Revelations, so I am by no means up to date with what AC has become since 2011(!). But I distinctly remember what I loved about Brotherhood: it's a tighter package and Rome is an amazing place to discover and traverse. It was the first time I felt that the series had nailed what it was trying to do. The first game was glorious in all its clunky ambition. The second game was so sprawling and disjointed that it barely held itself together. Then came Brotherhood, with its slightly decreased scale, and it simply clicked. There's an elegance and density to it that felt refined. Revelations built on that, without doing anything altogether surprising, so it was a bit of a letdown. And I just totally loved running around in Renaissance-era Rome. But of course, YMMV! I was just happy to see my opinion echoed in that Polygon bit.
  7. Though that might be well and true, that is pretty dismissive of what is supposed to be an amusing story. 'How dare you tell something that isn't exactly like the other thing!'
  8. Listening to this podcast is a dangerous pastime. I work standing at a high computer desk and I collapsed onto the floor in laughter after the story about Jake's friend's mis-reading of the ending to The Usual Suspects. Which reminds me of a morning viewing of American Psycho after I stayed up all night. At the end of the film It took me a while to, begrudgingly, accept the more pedestrian, actual version.
  9. In no way wanting this Hammacher-Schlemmer discussion to stop; I also tie my shoes like in the gif. It's a thing I discovered randomly on the internet a few years ago and then consciously retrained myself to do. It's a very satisfying way to tie your shoes.
  10. Assassin's Creed Origins

    Chris Plante had a spot-on bit on Polygon the other day ( where he ranked the Assassin's Creed games and he is 100% correct. Brotherhood #1.
  11. Assassin's Creed Origins

    Kirk Hamilton had a spot-on bit on Kotaku yesterday ( where he notices that Origins is among the recent spate of game to not feature a minimap, and how this is a grand improvement. I couldn't agree more. The wait is on for all but the most sprawling of games to do away with maps altogether and force people to actually live and breath and visualize the landscape for themselves again. (For reference: one of the first things I try to do in almost any immersive game is to switch off most if not all of the interface, I try to minimize looking at the map for navigation and the greatest sin of all is teleportation, which I sometimes succumb to because my flesh is weak.)
  12. Super Mario Odyssey (One D, Two Ss)

    Good point, Simon. Collecting moons is both so addictive and relatively easy that you kind of rush through in a binge. Might be worthwhile to stop and smell the piranha plants. Noodle away some time. There are enough features to help you out. Miffy, using an amiibo at any point in the game will net you some coins. Further features are unlocked by using them on the robot roombas that pop up once you finish the story beats of a level. Use amiibo there for costumes and moon-locating services. I'm really hoping the challenge ramps up at some point, though. So far it's all but effortless to progress. I can do a lot of cool tricks already (jump, throw cappy, launch myself at cappy, bounce off him, then launch myself again - it's amazing how far you can reach with a little acrobatics), so test me on them already. I get that the main story should be accessible for everyone, but I cut my teeth on Sunshine and that was no picnic. Even Galaxy offered some hefty challenges. Mario games ought to be a little demanding.
  13. Marvel movies

    I don't really feel the need to rank the two - both GotG and Thor are fine and they do their own thing in a way. Let's get back to Goldblum. There is a moment in this film, and people who have seen it will know of what I speak, that I am half convinced is him just... doing something, like improvising, or forgetting his line, and it's in the movie and it's... prime Goldblum.
  14. Modest Tech: The NX Generation (Nintendo Switch)

    Seconded that Sunshine is really interesting and fun, whatever its flaws are.