just 100% completed Death Wish, why is it genuinely some of the most difficult stuff I’ve completed in any game

I’ve beaten Sekiro, I’ve done the Pantheon of Hallownest in Hollow Knight, I’ve 100%ed Celeste on Steam and played some more difficult modded levels, and Death Wish is genuinely up there. That’s not to say it isn’t fun, though.

Some standouts:

- Zero Jumps is handily my favorite candle; completing Train Rush without jumping was a great time, and the freeform nature of the challenge made me ask which Time Pieces might be possible without jumping. I tried Bluefin Tunnel and the Mafia of Cooks rift only to be stopped short at the end of both, but abusing the movement mechanics was so fun that I didn’t really care.

- 10 Seconds Until Self-Destruct is pretty short, but insanely difficult to do hitless without the Time Stop Hat. Sometimes the lava pillars combined with the egg projectiles created a little too much visual noise to reasonably see every threat, but I greatly enjoyed this mission.

- Wound-Up Windmill and Bird Sanctuary are some of the most creative spins on their base levels in all of Death Wish. Even though Bird Sanctuary got a little frustrating because of the Pompous Crows and Wound-Up Windmill for its sheer length with One-Hit Hero equipped, both of these levels were really fun to map out and find skips or safer methods for.

- Cruisin’ for a Bruisin’ is by far the most difficult Death Wish for me; maybe it’s just my brain not handling multitasking and spontaneous routing decisions on the fly very well, because even having memorized every part of the ship, this one was an absolute slog and easily the most stressful mission of any of these, specifically for the “complete 40 tasks without missing one” objective. Completing 70 was kind of a breeze after that, though.

- Boss Rush was only ever annoying because of the “don’t miss any chance to hit” stipulation. While this is laughably easy for every other boss, Mustache Girl’s vulnerability periods are a little less clear and some of her attacks can be buggy in ways that lose you the whole attempt, forcing you to redo four fights that are probably tedious to the player at that point in the game. A good appetizer for the Seal the Deal contract though.

- All of the revamped boss fights are so well done without really feeling unfair: Mafia Boss EX is the least ridiculous of them (though his “mega charge” was very difficult to dodge the first few times); the directors are a shockingly well done 2v1 that had me looking for opportunities to attack both in quick succession (and I loved the “attack only one of them” objective for how intentionally you had to play); Mustache Girl EX is definitely the hardest and some hits felt borderline impossible to avoid, but I enjoyed its fast pace and precise movement required; and both versions of Snatcher EX amount to being my single favorite 3D platformer boss fight. The “use only blue potions” objective seems to make the fight way too tedious, but forcing you to dodge his attacks for so long really hammers in the patterns, forced me to learn to jump toward the geysers as they erupted and use the potions strategically to cancel his attacks; all of this made the slightly harder version in Seal the Deal incredibly fun and manageable in such a high-stakes setting. 10/10.

reddit.com
u/ririaliali — 2 days ago

Am I just bad or is Cruisin’ for a Bruisin’ astronomically harder than every other Death Wish?

Granted, I still haven’t tried the final boss rush yet, but having gotten every stamp on every other mission, I can pretty safely say that Cruisin’ for a Bruisin’ asks way more of you than anything else in the whole mode. I could at least find a consistent route for the Deep Sea Rift Collapse, I could find skips for Wound-Up Windmill, and killing all the Mafia in Bird Sanctuary isn’t long enough of a task to become very frustrating. Maybe my brain just isn’t wired for the amount of multitasking and spontaneous routing that the ship requires, but the bonus stamps on that mission are the only ones that feel almost unattainable 💀

reddit.com
u/ririaliali — 4 days ago

Made one of these for characters…

template link: https://grids.fun/t/about-me-video-game-characters-jnvpz

Favorite Character: Goro Majima (Yakuza)

Protagonist: Zagreus (Hades)

Antagonist: Renoir (Expedition 33)

Major NPC: Marina (Splatoon)

Minor NPC: Chucksters (Super Mario Sunshine)

Merchant/Shopkeeper: Shakra (Silksong)

Comic Relief: Rouxls Kaard (DELTARUNE)

Fav RPG Party: Fun Gang (DELTARUNE)

Fav Boss Fight: Lady Ethereal (Nine Sols)

Rival: Lace (Silksong)

Fav Visual Design: Tenna (DELTARUNE)

Fav Voice: Chronos (Hades II)

Fav Theme Song: Renoir - “Une vie à t’aimer” (Expedition 33)

Best Written: Kazuma Kiryu (Yakuza)

Fav Pokémon: Hisuian Zorua

this list sure makes it look like i’ve played like 3 games ever but i have biases 💀

u/ririaliali — 1 month ago

What games surprised you by ACTUALLY being “all that”?

What games did you think had a disproportionate amount of hype behind them, but ended up actually matching or exceeding it when you played them?

  1. Clair Obscur: Expedition 33

The way people had discussed this game as though it were the second coming of Christ meant that I obviously expected it to be good, but I never quite expected to experience one of the best stories within one of the most shockingly well-paced and satisfying RPGs I’d ever played. I still think that the glazing is a little much, to an extent — the combat loop can get a little ridiculous and one-note by the end and its level design can be a little bland — but it does what it sets out to do so incredibly well that those things hardly matter to me.

  1. Sonic x Shadow Generations

I have never really been a big Sonic fan outside of playing the original Generations as a kid, and given how turbulent the quality of the games have been over the years, I half-expected that the reception of Shadow Generations might have just been heaping praise on a pretty good, competent 3D Sonic game after decades of relative mediocrity in that department. Turns out Shadow Generations is not merely “good for a Sonic game,” it’s just an incredibly fun platformer that has gotten me legitimately excited for the future of the Sonic franchise. It may be kind of a short game, but pretty much all of it was great across the board with no caveats.

u/ririaliali — 2 months ago

What games have the most fully realized settings?

  1. Pharloom/Citadel of Song (Hollow Knight: Silksong)

I was already a huge fan of the first Hollow Knight and the world of Hallownest, but Team Cherry found so many new ways to contextualize game mechanics and tell the story of Pharloom through gameplay. Though there’s some controversy about the game’s difficulty, I respect that the team intentionally made parts of this game, like the tight rosary economy, complex enemy designs, and the entirety of Bilewater, rather unpleasant (at least on a first playthrough) to drive home how hostile the world is and how far it has fallen by making YOU feel the pain of living there.

  1. All of Splatoon

I never expect that much in the way of complicated worldbuilding from Nintendo games, but I appreciate that literally everything in the Splatoon series is diegetic; fictional music artists wrote the OST, fictional brands manufacture and sponsor all your gear, and the multiplayer shooter gameplay is canonically a competitive sport based on wars from the past and the biggest part of Inkling culture. That doesn’t even include the single-player campaigns that flesh out the history of the Inklings, Octarians, and extinct humans that comprises the foundation of this world. Or Salmon Run, which is a shady illegal murder campaign against the Salmonids to harvest their golden eggs.

  1. Cvstodia (Blasphemous)

This world feels like it was torn straight out of early Christian historical records and biblical stories all at once, despite the religion of the Grievous Miracle being “legally distinct Catholicism”. There is so much bizarre, off-putting nonsense that happens in the background lore of both games, curses upon people and locations that are so oddly specific in their causes, effects, and even numerology that they feel convincingly ripped from ancient sacred texts despite being totally original. Nearly every item you collect has the vibe of a relic from some obscure Catholic saint, not to mention that every item also has a dedicated lore description; some of these are pretty lengthy, and every one tells the story of the item or people/events related to them.

  1. Kamurocho (Yakuza/Like a Dragon)

Despite being modeled after the real-life district of Kabukichō, this place has its own detailed history and story to tell. This is probably more of a byproduct of RGG Studio reusing this location in nearly every game, but Kamurocho changes in countless minute and massive ways throughout the series. Playing the games in chronological order (0-Infinite Wealth) lets you notice every shop that closes or opens, every change to the streets, and every shift in its culture; from its grimy but bustling vibe in 1988 to its cold gentrification by 2016, the place really grows up alongside Kiryu. The attention to detail is insane to the point that the entire plot of Yakuza 0 centers around the specific plot of land that will become the iconic Millennium Tower in the following games. Even better, Stranger Than Heaven is looking to flesh out the origins of the district and the Tojo Clan that held it in its grasp for so long.

u/ririaliali — 2 months ago

Santa Vigilia enemy gauntlets made me rage more than anything in Silksong

I’ve beaten the DLC twice now, and it’s honestly impressive how perfectly designed the enemies in Santa Vigilia are to combo you. If you dare to be stunlocked by an inconveniently placed cannon guy, you’re probably about to eat bloody thorns or a giant laser or a giant red circle from the numerous other enemies that will eradicate you for standing still for more than a second or two 💀

I get that the DLC is supposed to be more difficult than the rest of the game but it feels a little bit disproportionate? Especially since Santa Vigilia enemies are occasionally sprinkled around the base game map now.

reddit.com
u/ririaliali — 2 months ago

What games have your favorite art styles, and why?

  1. Blasphemous
    - I don’t think I’ve ever been so blown away by a game’s art direction. Blasphemous separates itself from every other grimdark soulslike fantasy world by leaning so far into a specifically Spanish Catholic brand of horror, and being someone who grew up familiar with Catholic aesthetics and being into art history, this game’s art struck a chord like no other has for me.

  2. Hollow Knight: Silksong
    - This goes for both Hollow Knight games; Team Cherry’s combination of simple yet memorable character designs with detailed, distinct environments and beautiful usage of color is a prime example for me of doing a HELL of a lot with a relatively simple idea. The fact that these games are set in ruined bug civilizations is never treated like a gimmick, and that goes a long way along with the game design to create some of the most immersive (and my personal favorite) games ever.

  3. Have A Nice Death
    - The combination of the super muted Tim Burton-like color palette and comparatively super expressive character and effects animation make this game endlessly charming to me, even if I couldn’t care less about the story. I can be kind of a sucker for cartoon-spooky aesthetics, and the balance between cute and disturbing in this game is some of the best I’ve seen.

  4. Pseudoregalia
    - I was born too late to have N64 nostalgia, but this game is what I imagine that feels like. The low-poly models, blurry textures, and choppy character animation make this game feel distinctly retro and dreamlike without compromising the gameplay feel at all; in fact, these are some of my favorite 3D platforming controls ever. I could waste away hours in this world and barely feel it.

  5. Kirby’s Dream Land 3
    - While this is far from my favorite Kirby game, it definitely has my favorite aesthetic. The pastel colors and soft colored-pencil aesthetic are not only a super inspired choice for the limitations of SNES graphics, they also just fit the vibe of the Kirby series like nothing they’ve done before or since.

u/ririaliali — 3 months ago
▲ 74 r/Kirby

Which are ACTUALLY the hardest bosses in the series?

Some of my picks:
- Dark Matter (Dream Land 2): A long fight in a somewhat janky game with erratic movement, barely-perceptible attack telegraphs, and very little room for error given that you only have 6 hit points; this one is iconic but hard for all the wrong reasons imo 💀

- Morpho Knight EX (Star Allies): One of the most aggressive bosses in the series who forces you to play way more defensively than usual due to his ridiculous damage output, but a fair and fun challenge that little else in Kirby can offer. Very stressful for the penultimate boss of Soul Melter EX, though.

- Dark Aeon Hero (Super Kirby Clash): Every later Kirby Clash boss has kind of obscenely high stats due to the action RPG-like structure of the game, so building a greater challenge upon the foundation of Galacta Knight, an already kind of tricky boss, was bound to be extremely difficult. I wish I could fight him in a more traditional Kirby game, but this fight is still very good.

- King D-Mind EX (TKCDX/Super Kirby Clash): Another very difficult Kirby Clash fight building off of an already-hard boss, this time Shadow Dedede from Triple Deluxe. The limited arena space really limits your options to deal with him, and the Clash games don’t support the same degree of invincibility frame abuse that the main series allows. The extra Dark Mind flavor involves even more fast screen-sweeping attacks than usual.

- Dark Mind (Amazing Mirror): Very long ever by the series’ modern final boss standard, and not particularly easy either. This will likely be an endurance test that you might need all the Kirbys present for.

- Rampaging Doomers (Return to Dream Land Deluxe): I did NOT expect these creatures to present as difficult a fight as they did; whenever they’re not doing their formation attacks, they fly around in patterns designed to leave the most explosive residue possible on the battlefield You absolutely have to pay attention to where you’re jumping and recognize patterns quickly just to avoid walking right into a stray hitbox.

- Meta Knight (Kirby’s Adventure): Though Meta Knight fights have kind of gotten routine at this point, the very first one still sticks out as particularly hard; he’s way more erratic and hyperactive in his movement compared to later entries, and given that you have to use the tiny-range Sword with very few hit points, contact damage is a legit threat here.

u/ririaliali — 3 months ago
▲ 17 r/beatbox

Alicia, my beatboxer OC

I don’t think I’ve seen any piece of fictional media that has even glanced at the potential that beatboxing has for characterization and artistic expression; though there’s a much more extensive story here and this is only one facet of Alicia’s character, it’s a little crazy that there’s almost no depictions of I know of that properly convey the depth and rigor and artistry that modern beatboxing can have.
It’s obviously relatively niche, but that’s so much untapped potential on the table 😭

u/ririaliali — 3 months ago

Super Smash Bros. Collision: My Dream Smash 6

This is kind of a huge and detailed concept for an unrealistically ambitious Smash game, featuring a new fighter roster, stage selection, music selection, modes, single-player activities, and much more. Currently in the early stages of this, but if y’all notice any glaring blind spots that need covering, feel free to comment! Drawn character renders are also in the works!

docs.google.com
u/ririaliali — 3 months ago

What games have your favorite UI?

  1. NieR: Automata - A seemingly basic menu >!that serves as the final boss sequence in the 9S ending; genuinely one of the coolest things I’ve ever seen done with a pause menu.!<

  2. Persona 5/Royal - Self-explanatory. Somehow it’s so detailed and animated with tons of high-contrast colors and inconsistent fonts that somehow never gets hard to read.

  3. Balatro - Given that this game is nothing but UI, the devs did an amazing job making every action and number increasing feel positively addictive. It’s all in the small ways the cards float about and especially in the sound design.

  4. Metroid Prime series - My other favorite diegetic UI; having all the necessary information displayed from inside Samus’ visor without obstructing the screen at all makes this one extremely immersive. It definitely helps that bright flashes from the Charge Shot and such let you see a reflection of Samus’ face.

u/ririaliali — 3 months ago