The title is not wrong. I meant to write this a couple days back, but couldn’t. Plus, the benefit of hindsight is that I can further add to the experience with recent progress. I’ll note that as I go along.
For those unaware, “My Day in Gaming” is an ongoing, er, “series” of posts where I chronicle stories and thoughts on particular games I played on a given day that may not accumulate into enough content for a single dedicated post. That was quite the mouthful. I try to get at least four games into each post and have them all played on that specific day, whether for a few hours or just a quick spurt. That said, here’s what I played
today two days ago!
I started Xeodrifter prior to the 19th, but this was the day that I finished it up. Playing it cemented something in my mind: I love Metroidvanias.
Something about progression really gets me. Starting weak and feeble, then collecting enough items and upgrades until one becomes a wrecking machine is consistently satisfying. Even better if the experience is varietized to the player’s preference through a number of adequate items or abilities; kill something with an assortment of weapons, blaze through rooms with speed-boosting perks, etc. Xeodrifter understands this and provides these lovely options, though to a minimum.
A relatively short game, it took me about two to two-and-a-half hours to complete. In that span, however, it managed to charm me with the number of ways it incorporated to make things feel space-y. A vertical rocket boost, a speed-boost-like function, and a charge shot are but a few things to expect, as well as many hidden passages containing goodies. Alas, for all the good, there were a few grievances—the story’s very minimalistic, the ending is incredibly anticlimactic, and some of the upgrades feel underutilized in the grand scheme of things.
I picked this game up on the Nintendo Switch for a dollar, 90% off its original price. For the Metroidvania fix it gave me, it’s an amazing price for an overall good game that I’ll likely replay every once in a while.
Initially wanting to review this for KeenGamer, its gameplay window ended up being too small to collect adequately-sized pictures for (even on fullscreen). Thus, I simply played it for myself. What was the harm? It was only five dollars and it looked cute.
I ended up refunding it.
When you looked at the cover for this game, what did you think? Is it cute? Do you think the art is well-done? I thought so, too. It sucked me in and I was committed to playing the game so long as it was under ten dollars. I finished my first playthrough of it in… forty minutes. Forty minutes? That’s it? I mean, for five dollars with this level of art quality and fully-voiced characters (which I didn’t care for)… I guess. As a dating sim, forty minutes is so little time to develop romantic chemistry, of which this game lacked.
Especially noting the girl in the middle and the girl to her right in the picture above, there were very few times in the story that I actually felt they were into the MC. The writing focused quite a bit on the setting of the game and the mini-games attributed to said setting, which didn’t offer a lot of immersive qualities as visual novels should. At the very least, the characters exhibited some manner of personality that distinguished them as varying choices. I just wish they had, I don’t know, flaws? Realistic perspectives? Something that made me feel they weren’t just choices in a game? Nice to look at, but very forgettable otherwise.
A Robot Named Fight!
Realistically, I could put this game in many “Day in Gaming” posts, as it’s been consistently one I’ve played in my spare time for the last year-and-a-half. And for good reason; with roguelite elements making it more replayable and the metroidvania vibes it exudes just from presentation alone, it suits my fancy down to the toes. I could include any variety of stories about my experience playing this game, but the one that occurred on the 19th is more one of personal accomplishment.
In Robot Named Fight, there are two true final bosses to the game. One is shrouded in secrecy, the other is pretty straightforward, assuming one has completed the game a few times. This story involves the latter boss, which requires a few steps to defeating it. Because of this, the boss can be lengthy depending on one’s loadout.
Remember what I said above in Xeodrifter‘s box about progression? That feeling is constantly satisfied here. Many times by the end of runs in Robot Named Fight, one’s arsenal of weapons and capabilities can make obliterating enemies and bosses a breeze. My personal favorite is having a lot of fire rate upgrades and damage upgrades, creating a trail of a thousand bullets a second that decimate all that come into contact.
To have a lot of build-up result in a benign climax, this particular run had a Fight model that had such a fire rate-damage combo, along with Penetration Shot, which had bullets phase through enemies. From this, I beat one of the final bosses in 35 seconds, which is the fastest I’ve ever recorded myself defeating it. Perhaps there have been faster times, but this was the one I took note of.
If you’d like to see me defeat the penultimate boss of the game in ten seconds, feel free to observe how chaotic this game can be.
A co-worker of mine reviewed this game for KeenGamer on the 19th, and he made it seem interesting, so I gave it a shot. As of writing this, I’ve unlocked 70% of the endings available in the game… 70 out of 100.
Indeed, the appeal to this game is it has 100 different endings to uncover, all through the creativity attributed to the person playing it. One can kill, be killed, be loved, and suffer from the consequences of their actions, whatever it may be. Mostly comedic, it also incorporates some platforming/adventure elements, akin to the subjects that it’s satirizing.
It’s a fun game… for a while. Once it gets to the point where the endings aren’t as clear and one is wandering around, trying to look for any ending to find, it becomes more monotonous. The humor, while initially funny, also becomes a little stale after seeing more than thirty or so endings. The best ones are the absurd ones, such as killing a boulder and seeing its family surround it in the hospital, or being flattened by a trap and having the player restart the game as a fleshy pile of skin—that’s hilarious. After a while, it becomes more standard: “Aha, you jumped off a cliff for no reason. Why’d you do that, you weirdo? SMH.”
Even if the quality drops after a certain point, it’s well worth the price the developers are asking. And hey, more satirical games are more than welcome in my eyes. Satire is fun and is underutilized in the gaming industry. Reventure gets points just for being something unique.
That’s all I’ve got for today. Is there anything you’d like to share about your gaming experiences
from two days ago?
Thank you for your time. Have a great day.