chuckro: (Default)
When you get hit by a truck, it turns out that Earth was all just a simulation and you actually live on a floating island called Everafter Falls with a bunch of animal people (and a robot buddy!) who have peace, prosperity, and very minor drama.

Read more... )

Overall: If you play Stardew for the villagers and the romance options, there’s much less here than usual. If you play it for the completionist aspects of discovering all the different items and craftables and don’t mind occasionally needing the wiki because something is too obtuse, you might also have a good time.
chuckro: (Default)
The town of Mistria was hit by an earthquake and they need more hands and more income to get it fixed. How do you lure in a sucker new resident to help? Offer them the nearby crappy overgrown farm and a chance at adventurous living, of course. Maybe the local dragon god will bless them with magic powers while they’re busy gathering forage and plying your population with gifts.

Read more... )

Overall: As noted above, this version (the March 2025 update) is only version 0.13.3, which I’m guessing means there’s a lot of content they hope to add before calling it complete. Hell, by the time it’s “finished” my current save file might no longer be valid. I got to the lowest available part of the mines, got through all of the available town story quests, and did a full year (which meant I filled most of the museum). That’s probably enough to call this version “completed” until the next big update rolls around. This is cute and has a lot of potential, and I suspect a few of the bits I was most annoyed by (needing to collect So. Much. Wood. For one) will end up with workarounds eventually; along with plenty of additional quests and storyline. There’s certainly 30 hours of entertainment in the current version.
chuckro: (Default)
This is a vertical Game Boy styled 3.5” screen device that we’ve seen plenty of before. It’s got USC-C charging and a headphone jack, two SD card slots (but you only need one), and a dedicated menu button. (And oddly, a downward-firing speaker. Not sure I’ve seen that before?) Side-by-side with a R36S, it’s a little bit heavier and feels a little sturdier, but has basically the same dimensions. It’s also running EmulationStation as the front-end, with a different default UI from an R36S, but similar results. (After tuning it to my preferences, I expect the experience to be very similar.)

Read more... )

Overall: The big selling point here is that it’s better than the R36S at the same price point as the R36S. This is probably the best Tier 2 device at the $30 price point, so then it’s just whether you want to pay up for higher-end system performance or a different form-factor.
chuckro: (Default)
This is just an R36S in a horizontal format, which means it strongly resembles the Anbernic RG35XX-H and earlier 3.5” screen/horizontal form-factor line. It has pretty much exactly the same internals and software; to the point I suspect you could swap cards between them--It’s running ArcOS and EmuElec and plays most things decently, including managing some N64 and weaker PSP titles. (“Tier 2” is the standard for anything but the bottom-level crap at this point—even the $30 devices are playing SNES perfectly with cheat codes and fast-forward options.)

Read more... )

Overall: While the build quality of the RG35XX-H is a little better, and the stock software is arguably a little better, there’s a lot to be said for getting this at half the price to fit the same form-factor and run basically all the same things.
chuckro: (Default)
I thought that between the advances in retro handheld technology and the ridiculous tariff nonsense that I was done getting packages from China. Well, that lasted a couple of months, but then there was a sale and I figured I probably didn’t have a lot more chances, so I got three more handhelds, all around $30 after various discounts.

Read more... )

Overall: What I’d really want to do—which I’m certain isn’t feasible—is take the internals from this and put them in the RG50XX, because that had half-decent (though still cheap, let’s be honest) build quality but was hobbled by terrible software, and this gives you access to all the software tools to make things playable but is one of the worst-built handhelds I’ve used. Honestly, most of the $10 Famiclone bootleg handhelds (…though not all) were more playable.
chuckro: (Default)
Trials of Mana, known for some time by the Japanese name Seiken Densetsu 3, is the sequel to Secret of Mana and Final Fantasy Adventure. The original SNES game wasn’t released in the US until Collection of Mana, but it was originally fan-translated 25 years ago in the early days of emulation. I was inspired by the Talking Time Mana games thread to go back and replay Trials for the first time in forever...and I was reminded of why I keep replaying Secret (and FFA) but not Trials. For the record, I played the SNES rom that had the new translation patched on, on my Trimui Smart Pro because I wanted access to cheats; but I’m led to believe that it’s basically identical to the Collection version.

The game has some really clever ideas! There are six characters with interwoven storylines, and you choose a party of three, so you only see pieces of the other plots (and your main character gets a unique prologue). The game sets up three different groups of antagonists, and the one specific to your main character eventually triumphs over the other two in their race to take Mana power and conquer the world. Which means that there are three unique final dungeons and final bosses, depending on your character choice.

Read more... )

So then I broke out the copy of the 3D remake of Trials of Mana that’s been sitting on my backlog. It’s significantly better in a number of major respects! Honestly, it’s like they read my review and addressed each of my complaints.

Read more... )

Overall: The 3D remake of the game is a big improvement over the original, which I feel like is not something you usually hear me say about SNES classics.
chuckro: (Default)
Terrifying rifts in space keep opening in Hyrule and swallowing up everything…including Link! Fortunately, Princess Zelda has a magic duplication wand and a magical buddy and she’s coming to save the day.

Read more... )

Overall: I give them a lot of credit that it’s a 2D Zelda game but it’s also something new and different.
chuckro: (Default)
Breath of Fire 4 (PS1, Partial replay on Trimui Smart Pro) – I had forgotten how deeply this game had gotten into the minigame weeds. Like, BoF3 had a lot of them, but this one gives every area a random mini-task and each dungeon a wacky theme. It smooths over a bunch of the rough ends of the systems that were created for BoF3 (skill learning, masters, combos) but the dragon transformations are actively worse. It’s fascinating replaying it already knowing the twists, because there’s a lot of foreshadowing about Ryu, Fou-Lu, and Ershin’s natures and some creepy foreshadowing about Elina, too. I had made it through to Astana (the first city in the Empire, maybe a quarter through the game) when my SD card borked and I lost all my saves. I may restart; or I may re-read the Let’s Play.

Professor Layton and the Curious Village (DS, Replayed on DraStic on my tablet) – I last played this in 2009, and it’s actually the first game on my long-running spreadsheet of what I’ve played. Having played the entire rest of the series in the interim, they definitely streamlined it as it went on—this one has too many “know them or don’t” brainteasers and too many sliding-block puzzles, and the goddamn chocolate puzzle; and they got better about variety later. One the other hand, this game actually has a solid explanation why every person on the street wants you to solve a puzzle, when later games just kinda ran with the idea that people just did that as a form of greeting in this world. Also, for the record, DraStic on an 8” tablet is a fantastic way to play touchpad-only DS games.

Final Fantasy: Dawn of Souls [HMSJayne Randomizer] (GBA, Played on Powkiddy V10) – I have vague recollections that HMSJayne used to be a full-featured randomizer; now it just produces preset seeds. Granted, they’re totally fun, as you automatically get the ship and “light a crystal” is one of the key items that gets randomized. The very last thing I got was the Crown (which doesn’t gate the Castle of Ordeals, thankfully), and Astos had the Excalibur…which I could also buy from the shop in Cornelia. Randomized runs of this version of FF1 only take 3-4 hours and are really a lot of fun.

Castlevania: Serenade Under the Moon [Aria of Sorrow hack] (GBA, Played on Powkiddy V10) – A hack that lets you play as Alucard and rearranges the castle to be closer to Symphony, this is significantly more difficult than Aria (or Symphony), adds a bunch of really annoying enemy encounters, and limits your available good weapons. (Though it does make the Luck Boost soul and Rare Ring really easy to find, so you can farm rare drops pretty early.) I thought the navigating through the castle was pretty reasonable until I hit a wall: I didn’t have swimming or Bat form and couldn’t figure out how to proceed, and eventually figured out that the game intended me to use slow-falling and jump-kicking to bounce off a truly egregious number of candles up a long tower (while avoiding random flying skeletons). Yeah, I used an infinite double-jumps code to cheat past that bullshit. There’s a mini “reverse castle” with no map where you have to hit three switches to unlock the final battle—actually, there’s an annoying number of switches that open faraway things and aren’t signposted in any way in the latter half of the game. Oh, and this was made by a Chinese hacker and the English translation is pretty dumb—Soma and “Dark Soma” are running around the castle and are apparently unrelated; and it’s really easy to trigger events out of order. There are some clever ideas here, but the difficulty increase is too much and the later sequence is too obtuse.

Castlevania: Aria of Sorrow Alter [hack] (GBA, Played on Powkiddy V10) – A more reasonable difficulty than Serenade but still a notch above the original game, this gets a lot of credit for both interesting ideas (the clock tower is frozen until you hit a switch to activate it, and that includes all the enemies) and not doing stupid things like requiring jump-kick climbing. There’s a bunch of back-and-forth you need to do to unlock everything, and an intensely difficult but optional Death Arena that includes a bunch of boss re-fights but rewards you with the Excalibur, the game’s new best weapon. And the Chaos Realm is on the main map, which I do also like. All in all, a faster and more reasonable play-through and a solid hack.

Soul Blazer [RandoBlazer Randomizer] (SNES, Played on Trimui Smart Pro) – This game actually scales better for randomizing than I realized (or maybe I’m just good at it), because I was on the ice slopes before I found my first set of armor and was still using the basic sword. I actually found all 8 emblems and the bell really early, but had no magic so the infinite gems were worthless. I also found the Super Bracelet really early, and that was a godsend. This randomizer is really clever in recognizing what does and doesn’t gate certain areas: There are obvious cases like Leo’s Brush and the GreenWood Leaves which gate off dungeon areas, but which parts of the islands the Bubble Armor does and doesn’t gate also clearly figure in. The leader of each town gates the next area, but what item they give you can also be randomized. And by forcing you to at least “dip” each area in order, you keep at a reasonably high character level so that you can manage enemies even without the optimal equipment for each area. (Also, I love that the dialogue was generally simplified and truncated with the assumption that you know what’s happening. And the summoning of the Pheonix became GRANDMA DANCE!)

Illusion of Gaia Retranslated (v1.1) (SNES, Played on Trimui Smart Pro) – A retranslation and “quality of life” patch, the former being something I have long felt this game needed. This also adds a sprint button and item stacking (though it doesn’t tell you how many items you have stacked). There are definitely rough edges—unfinished features, text boxes that don’t wrap properly—but it’s definitely a step up from vanilla in terms of the clarity of the translation. (And, of course, by the time I finished playing v1.1, v1.2 was already out. I’ll need to check back eventually.) This remains my least favorite of the trilogy, because the difficulty is uneven (and not really controllable) and the mythology is a bit nonsensical even with the retranslation; but it’s still a roller-coaster of interesting plot twists and clever gameplay and this is a step in the right direction for it.
chuckro: (Default)
Another Stardew Valley-like, but in this one you’re playing as a member of a primitive tribe who were led by the spirits to the new land and must build their civilization there. Find wild seeds and wild animals and domesticate them as your tribe invents the trappings of civilization for you to use.

Read more... )

Overall: This was familiar gameplay with some cute quirks; not perfect but clever enough to be a little different. If you want more Stardew Valley, it’s another fun option.
chuckro: (Default)
This year saw a few more Talking Time projects: I continued adding to my KEMCO rpg reviews thread, I did another What's on this $10 Handheld 4: The Aojiao Handheld and Gamplae Handheld, and I did a thread of examining How To Win At Game Boy Games: Beowulf’s Game Boy Youth Returns.

I had 495 hours of logged games, which was a big step up from the last few years, and a massive amount of that was driven by my full replay of Stardew Valley, including all of the new v1.6 content and the “Perfection” achievement, totaling 128 hours. My runner-up at the end of the year was Sun Haven, another life/farming sim game that I didn’t 100% to the same degree but still played pretty thoroughly, and logged 58 hours on. Nothing else cracked the 20 hour mark, though a couple of the KEMCO rpgs came close.

I finished 22 games that were new to me: 11 Steam games, 9 Android games (all of them KEMCO rpgs), and 2 Switch games. I logged 13 replays of older games: 4 SNES, 4 GBA, 2 GBC, 1 DS, and 1 PSP; and Stardew Valley on Steam. The Retroid Pocket 3 won the emulator handheld usage by far because I used it for most of the KEMCO games and several retro playthroughs, but also because ARR used it to play N64 games. The Trimui Smart Pro and RG35XX-H also saw decent usage, but nowhere near the same degree.

As should not be surprising, this was another year where the most popular genre was classic RPGs (a lot of them KEMCO games and replays), but again there was a healthy variety to my selection and the two top games were both life/farming sims. Gems of War once again accounted for the vast, vast majority of my casual game time—I actually replaced my Android tablet because the previous one had battery issues; though I’ll note I also used the tablet to emulate Professor Layton for my replay of that, and played two of the KEMCO games on it. (I also joined a top-level GoW guild this year and my ability to upgrade top-level stuff increased significantly.)

I did make some progress on my backlog this year, mostly by knocking out a slew of paid-real-money Steam games in the last quarter. I still have a lot of dross from Steam bundles and half a dozen more KEMCO rpgs for the next time I’m in the mood.

ARR went hard on Kirby: Return to Dream Land Deluxe and Legend of Zelda: Echoes of Wisdom; but also replayed a lot of Pokemon and other Kirby and Zelda games. He continues to play Bloons TD6 on his tablet and Minecraft online with his friends. And he played several N64 Kirby and Zelda games on my Retroid Pocket 3, as noted.

This year I’m hoping to clear out more of my Steam backlog and maybe get back the Switch long enough to clear out a few of those, too. But I’ll probably get distracted by more hacks and translations on the various handhelds along the way.
chuckro: (Default)
Clearly inspired by the success of Stardew Valley, this is a farming sim with heavy rpg elements and Zeldalike combat. You move to the new town (a medieval fantasy pastiche) and start your new job, which defaults to farmer but you can also start as a crafter, rancher, warrior, etc. rather than learning those skills as you go. You do farm chores, explore the surrounding dangerous areas, meet all the townsfolk and run errands for them; you know, the usual.

Read more... )

Overall: If you want more Stardew Valley-like experience, this delivers it solidly.
chuckro: (Default)
A traveling magitool repairman is just going about his business when he stumbles into a town that’s been attacked by strange monsters with the power to permanently transform humans into magiswords. He ends up semi-adopting an orphan girl, and they meet up with two other adventurers to find out the truth of the monsters and the magiswords.

Read more... )

All of that said, I started playing this in August and got about three hours in, then got distracted by other things (and my son borrowed the Retroid Pocket 3 to play N64 games on) because despite the plot being something a little different, it’s all very similar to the previous half-dozen KEMCO games I played in the spring and summer. I loaded it back up intent on finishing it, and then discovered that the very next cutscene—like, literally five minutes from where my last save was—crashes the game. I could probably try transferring my save or restarting on a different device, but I clearly wasn’t engaged enough in this in the first place. It’s not particularly better or worse than any recent EXE-Create game, but be warned about that issue.
chuckro: (Default)
It’s time to clear a variety of games off my Steam backlog. Five roughly ten-hour experiences in radically different genres:

Kingdom Rush Vengeance - A tower defense game with a nominal plot (a sealed-away dark wizard escapes and sets out to conquer the world) that’s really an excuse to set your minions against everyone in your way. The Kingdom Rush series has always sat in my “middle ground” place for tower defense, because what I really want is something totally grind-able (like Gemcraft), and this only gives you upgrades when you complete the main campaign stages and has limited levels for your heroes. (I do really like the click-and-find achievements hiding in most stages, though.) Still, it came as part of a Humble Bundle and I got my money’s worth of entertainment, even without re-doing every stage at higher difficulty/challenge mode and also doing all of the expansion stages.

The Messenger – A Ninja Gaiden-em-up with tongue planted firmly in cheek; you spend a lot of time clinging to walls, air-jumping off projectiles, and rope-darting across gaps. The second half switches from being linear to being a metroidvania that I would have found too obtuse without a guide—the world is too large, the travel too treacherous, and the fast-travel points too few for the amount of crisscrossing the map you have to do. The difficulty starts very reasonable (for the genre) but my number of deaths rose dramatically as the game went on. (You have infinite lives, but the demon buddy who revives you takes a bunch of the Time Stones you collect when you respawn.) I found that the difficulty level teetered just on the edge of too much; I had a bunch of points where I died a lot, got frustrated, but eventually came back and made it through. This was very much a game I had to play in bursts and stop to rest when I started getting sloppy—but in turn I’m rather smug that I got through the whole thing.

Ocean’s Heart – A 2D Zeldalike with a mixed amount of open-worldness; pirates attacked your town and kidnapped your friend, so now you need to follow in your father’s footsteps and go hunt them down. Along the way you’ll find the usual selection of bombs, bow, boomerang, and spell amulets. (Bombs are maddeningly limited for much of the game.) Instead of heart drops, you need to collect fruit or craft potions to restore health, though that also means you can build up a huge stock of healing by the midgame. There are also a lot of weapon and armor upgrades to find and collect, so the difficulty of various areas can be wildly variable depending on whether you’ve done sidequests. I died a LOT in the first couple of hours, but once I had a few armor upgrades and health upgrades (not to mention a proper stock of health potions) I didn’t die at all in the latter two-thirds of the game. Especially if you’ve been keeping up with upgrades, bosses are actually really easy and it’s only attrition that’ll take you down—which is avoidable with your massive stock of healing items. I would have liked proper dungeon maps and maybe a more detailed world map, but the quest log is great and the fast travel is very helpful. This is a fun game with just enough plot for the dungeons and vice-versa.

Children of Zodiarcs – A “Square-Enix Collective” game which mashes together a tactical rpg, a deck-builder rpg, and a dice-based combat system. You maneuver around the battle map in classic trpg style, pick your attacks from your custom attack deck (and the size of your hand also impacts some effects and can be affected by spells), and every attack is resolved by rolling custom dice. You gain new cards by gaining levels; you win new dice in battle or craft them from your excess stock. There’s no equipment or consumables; and each character is unique with no class system or anything like that. Despite the abundance of systems, there’s actually very little customization and you don’t even get to choose your party for battles (and about a quarter of the battles are with completely uncustomizable teams anyway). You can grind side battles on normal mode, but if you’re underleveled the enemies are weakened anyway, so it’s not necessary and at least once for me was counterproductive; you really can just charge right through and if luck goes against you, reset and try again. This game has an amazing amount of board game-ness to it for something that doesn’t play at all like a board game. The plot revolves around a small street gang who’ve happened into a very important artifact in a world that had previous been decimated by wars that used the Zodiarcs; but it stays in a very small corner of that world and you basically fight the same battles with the city guard, the rival gangs, and the weird cultists half a dozen times each. I suspect people were expecting a big Final Fantasy Tactics experience from both the systems and the story here, and the disappointment is what lead to mixed reviews of the game. That said, while I don’t think it was brilliant and I didn’t feel the need to thoroughly do everything, I beat it and had some fun with it.

Worlds of Magic – I backed a Kickstarter for this and it was released back in (checks notes) 2015…and it’s sat on my backlog since. It’s a fancy, juiced-up version of the 4X classic Master of Magic, that I’ve replayed (and played official enhanced hacks of) several times in that interim. They added a lot of new overworld features and tweaked a bunch of mechanics, but the majority of the actual gameplay (including unit types and tech trees) is identical. A bunch of the mechanics are a little janky (and not just in that they fight my muscle memory), as units tend not to move along set paths you make for them and need to be micromanaged. There are also graphical glitches in battle to the point of the game freezing if you bring a magic spirit into a battle on water. Also, Hero inventory is a mess where things appear and disappear at random. But the biggest change and the biggest problem I found was that units don't gain experience over time, only in battle, and the battles that you can beat are very limited. Which means leveling up your heroes is a mammoth endeavor (of micromanaging!) and that really changes the power curve of the game. I think it’s also interesting that most of the achievements—including the really basic ones you can get in the first few hours—have a very low percentage of players who have them. That implies that a lot of people who bought this barely touched it. (And reviews from the people who played more of it complain that it’s unfinished and prone to crashes in the late-game.) I gave it the ol’ college try and played ten hours, conquering the Prime Plane (and covering it in settlements) and meeting the enemy wizard in the Water Plane before I decided I’d gotten the experience and my money’s worth.

Overall: A mixed bag, though I enjoyed them all for the time I put in. The Messenger and Ocean’s Heart get recommended if the descriptions appeal to you.
chuckro: (Default)
I should probably make a note here: I did another Talking Time "project", reading through Jeff Rovin's How To Win at Game Boy Games and attempting to use its advice on each game; plus some bonus posts about other games in my collection and other ones recommended by my audience. Check it out: How To Win At Game Boy Games: Beowulf’s Game Boy Youth Returns
chuckro: (Default)
This is a squat and remarkably square device, which is more screen than anything else. The unusual form-factor was the reason I bothered with it, as it’s mostly just another device in the $30-40 range that plays the standard range of classic systems.

Read more... )

Overall: This picked one thing to do well (play GBA games at 2X resolution on a small form-factor), but that’s kind of the only selling point. It’s not quite compact/pocketable enough to compete with one of the 2.8” screen micro devices at the same price point, but a RG35XX-H or Trimui Smart Pro has it beat on power and capability for only slightly more money. I like that it’s a little different, but I think it’s trying to stand out in a niche that’s already pretty saturated.
chuckro: (Default)
Years ago, the Nox Tribe of the underworld attacked the human world, and when the Light Ruler fell, the three Rulers of Fire, Water and Wind sacrificed themselves and combined their powers to build barriers between the dimensions. Now, the son of a local mayor (...who’s mysteriously powerful and knows more than he’s letting on), the daughter of the Fire Ruler, a wandering academic, and a mysterious girl with magical powers but no memory are charged with collecting the elemental crystals Soul Maps to prevent the barriers from falling.

Read more... )

Overall: This is more basic than the most recent EXE-Create fare, and there’s really less variety and actual ability to customize your characters despite the sphere grid. And the forced-vertical layout is weird. The story and characterization are…fine? Rote and honestly forgettable. It’s a perfectly decent experience but nothing standout.

Miyoo A30

Jul. 31st, 2024 02:11 pm
chuckro: (Default)
The makers of the Miyoo Mini bring us this tiny little horizontal candy bar with a 2.8 inch screen; clearly they believe that smaller handhelds are the ideal. This is the smallest system I’ve used since the original Trimui Mini; it’s even more compact than the Powkiddy Q90, and it’s shockingly good.

Read more... )

Overall: This is finally something that I think can take the place of the Powkiddy Q90, a candy bar that's reasonably comfortable to play on that can fit into pretty much any pocket, but is cheap enough you don't mind if something happens to it. It plays more systems and fixes a bunch of flaws the older system had (it plays SNES perfectly, it upscales GBA properly, and can even manage some N64 and DS). And even buying a fresh SD card to load separately, you can’t argue with the price. ($30 on AliExpress)
chuckro: (Default)
Another variation of the power bank handheld, as opposed to the Game Console Power Bank DY19 that I previously reviewed. This one was the same price ($30 on AliExpress) but overall delivered less value.

Read more... )

Overall: Disappointing! The DY19 is a better choice if you want the combo battery/handheld.
chuckro: (Default)
This is the knockoff Playstation Portal that I got on a lark when it dipped to $30 on AliExpress. (And yes, I know I said I was pretty much finished with handhelds, but I was bored and they were cheap and seemed like I’d get a few hours of entertainment out of some weird new things.)

Read more... )

Overall: This was a blast from the past (...five whole years ago), but in a world where you can get a R36S for basically the same price and it’ll run real RetroArch and everything up to DS well (And even PSP/N64 badly), there’s no reason anyone else should ever buy it.
chuckro: (Default)
This world is limited by the EarthEdge walls, but there are legends that in the past that wasn’t true, and that the Linchpins of the Heavens are the key to removing those walls. That may or may not be a good thing, of course, because it seems like the king, military, and the church are conspiring to do it without telling their best knight what’s going on. (You are, of course, that knight; and it seems likely you’ll have to fix whatever the conspiracy ends up breaking.)

Read more... )

Overall: Short, not bad but not great. The systems are pretty decent and the story is stock; but the lousy translation makes the characterization borderline nonsensical. I could have picked a worse WorldWideSoftware game to end on, certainly.
Page generated Jun. 16th, 2025 03:08 am
Powered by Dreamwidth Studios