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Retroid Pocket 3

So, I’ve been pretty heavy on the programming push lately, but it’s not all I’ve been up to. So, back around the start of the pandemic, I started work making a PiGrrl handheld emulator device. PiGrrl is basically a Game Boy Clone that runs with a Raspberry Pi at it’s core. I ordered a bunch of parts and a case, I already had a Pi (I have several), and then the Pandemic caused my parts to take forever to arrive. Plus I probably spent more on it than I really should have.

Then I got a little bored and it sat for a bit, but I did eventually solder everything together, and it didn’t quite work, so I did some corrections and got bored of it for a few months again, then eventually, I got it working. Sort of, some emulators work, others don’t even launch, I am sure it’s a software issue a this point.

So, after a bit more trouble shooting, I got a little bonus at work like I occasionally do, so I just ordered a Retroid Pocket 3. A nice pre built solution that’s configured and well, just works. I mostly play gaming on PC, but for consoles, most of my playing in the last 20 years has been on handhelds. I am pretty sure I actually played and finished almost every DS game I have bought (including GBA), and the completion rate for my 3DS games is also very high. The point is, my follow through rate for hand held games is staggeringly high compared to PC and traditional Consoles. I mean, I bought my PS3 and it came with The Last of Us, which I was excited for, and I still have yet to play it even once.

Anyway, the Retroid Pocket is essentially an Android device with a controller and case wrapped around it to make it look like a PSP or a Switch. I considered the Retroid Pocket 2+ but I wanted the wider screen, so I went with the Retroid Pocket 3. So far, my experience with it has been pretty excellent.

There is a bit of trickiness in tracking down the BIOS files needed but there are guides and resources out there. Anything older than say, the SNES/Genesis era plays flawlessly with ease. Which is pretty expected, since it’s all basic 2D gaming at that point. I’ve had a lot of luck running PS1 and PSP titles as well.

Nintendo 64 games are a little touchy but there are some settings that I believe I can adjust to make it work better. Right now everything has screwy transparency. There are options for some more powerful systems but I’ve not had luck yet getting things like PS2 working. I’ve played several WiiWare games but the Wii itself has the motion controls which don’t translate super well to a handheld device’s controls.

Overall, I am extremely happy with this purchase, it’s really invigorated my interest in older games and gaming again.

Review – Mega Man Powered Up (PSP)

Mega Man Powered Up Site Banner

It really disappoints me that this game never came out for anything aside from the PSP. I kind of loathe the PSP. I’ve looked into getting a PSP several times over many years, but the system relies on lots of Proprietary Sony extras, like the over priced Memory Stick Duo cards, and so I just, never bothered because by the time I got one and a decent sized memory card, I was looking at enough to buy a regular console.

I had actually kind of forgotten this game even existed for a while, despite being pretty excited about the idea when it was initially released. Mega man Powered Up is a ground up remake of the original Mega Man title. The claim is that it’s also faithful in every way, despite the visual updates, though that’s not really quite the case. There are quite a few changes to how the controls handle and enemies work, so it’s actually a bit awkward to play if you’re familiar with the mechanics of the Mega Man series.

There are two ways to play this game as well, “Classic” and “Powered Up”. Classic is essentially just the original game, using the updated visual style, though there are some slight adjustments here and there.

Powered Up is much more different. The field of view is a bit tighter, and thus the stages have been slightly redesigned. They do keep the spirit of the old levels though and many of the scenes are the same as the regular game, only a bight tighter. Also, Robot Master weaknesses have been shuffled a but to account for the two NEW bosses.

Right, two brand new bosses have been added. Unlike every other game in the Mega Man series, the original only had 6 Robot Masters to fight, all of the others have 8. This game adds Time Man and Oil Man. Both add a little bit of spice to how things work, though, not really in a useful way. Time Man is essentially just a remix of Flash Man and his power is just the Flash Stopper, though you can toggle your weapon while the world is frozen in time around you. Oil Man’s power drop is these little blobs of oil that can be used to directly shoot enemies, or dropped on the ground and used as a little sliding surf attack. The problem is, this surfing attack pretty much guarantees taking damage yourself, which makes it almost completely useless.

Also, Oil man has an extremely questionable design choice that really kind of looks like a racist blackface design. In fact in the NA version of this game he is recolored to be more dark navy blue colored and less black colored for this very reason.

Aside from the new bosses, the game itself has gone through a 3D facelift. It still retains it’s 2 dimensional game play, but everything is rendered in nice super deformed style 3D models now. It’s a really neat style that still manages to capture the core style of the Mega Man design aesthetic. This also means the levels themselves are much more visually interesting as well, with more lush styling and full background designs to make things richer.

There is also a neat new mechanic where you can play as the enemy Robot Masters themselves. If an enemy is defeated using only the Mega Buster, you “save” them instead of destroying them, which unlocks the ability to start a fresh game using that character. This can really change the dynamic of how the levels work as well, since it means having access to the different special abilities only. For the boss you are playing as, the end boss gets replaced with Mega Man himself, though he is wearing Proto Man’s gear.

Throughout the stages there are several collectibles to find, primary of which are additional unlocks for the game’s added Creative Mode. If you ever wanted “Mario Maker but its Mega Man”, this is it. You have to unlock the different enemy and tile sets, but you can design and play your own levels.

Overall, the game is a lot of fun and has a lot to offer. Maybe a little too much to offer if you’re an obsessive completionist. After beating the game once, the game said I had unlocked only 3% of everything. And I had been pretty thorough in my game play. My main disappointment is that the title apparently sold poorly, so Capcom never bothered to use this engine and character style to update all of the other Mega man games to be more modern in style.

Review – Seasons After Fall (PC)

Seasons After Fall Site Banner

This is one of those games I picked up on a bit of a whim. It’s appropriately tagged as a Metroidvania title, which is no doubt my favorite type of game. The promos also look quite gorgeous in their art style. Which is always a big draw. Other than that, I didn’t really quite know what to expect out of this game.

Fortunately, I was not disappointed. Though there was something that surprised me a bit. Mostly that there are no enemies in this game at all. It’s entirely platform and puzzle based. You just, keep on trying to progress the game. That doesn’t keep it from being enjoyable, but I didn’t really expect that. That couple with the fantastic painting like art style really push this more into being an artsy puzzle game.

The basic premise here, you play as a Fox spirit, working to aid another spirit in restoring the powers of the four seasonal spirits and areas. There is a central hub and 4 areas that branch from it, but you also will need to revisit each branch a few times to complete the overall story.

The gimmick of the game play loop is that as you progress, you unlock the ability to toggle the seasons of the area you are in. Which chances each zone and opens up new areas. For example, turning things to spring, can cause plants to grow or water to fill in areas. Changing things to Winter can create snow balls that you can climb, allowing for the ability to reach higher areas.

The plot itself is pretty interesting and has a nice little twist to it, though I have to say I kind of saw it coming, so it’s not that twisty. The animation is very smooth and the little fox bobs around nicely and believably. The graphics are where this game really shines though. The entire game looks like a very lush hand drawn world, though everything in it moves nice and smoothly, it’s like being in the actual environment.

The puzzles are also interesting, and changing between seasons to solve them can be tricky but is enjoyable. There is a lot of fun lore going on here with a sort of whimsical folklore feel to it, revolving around the different seasons.

Overall, it’s a very enjoyable title for anyone looking for some relaxing, platform puzzler style game play.

The End of the 3DS eShop

Nintendo 3DS

In a little over a day, the 3DS eShop is closing for good. I thought this had already happened around 9 months ago, but at that point they just removed the ability to add funds directly on the device. Funds can still be added through the website, though it’s a bit of a hassle and it has to be done with certain denominations instead of exact values.

I guess I am a bit spoiled by PC gaming, it seems really annoying that the shop is just, closing. I mean, I’ve had the same Steam account for 18+ years. The copy of Half Life I have on Steam predates that too. Nintendo has always had this weird relationship with accounts. They used to use those obtuse Friend Codes, which were different on a cart by cart basis even.

I mean, ideally, games I purchased on my Wii would work on the DS or 3DS or the Switch, but that’s not the case at all.

The 3DS holds a special place for me, it’s kind of the last “console” device I really used regularly. I guess I have my Retroid handheld now, but it’s technically different. I still have games I want to play on this device though, I’ve even replaced the battery, and bought a spare for the future. I also replaced the power board in it shortly after I first got the thing because it got wet and shorted things out. There still a single dead pixel on the screen where it got water on the screen, though that water dried up over a month or so.

Nintendo doesn’t really ever discount first party games though, so I’m fine with eventually tracking down physical carts for a lot of these games. Back when they removed the ability to pay on the device, I collected up a few digital titles that were on sale. This round, I picked up a few more marked down games. Capcom had a sale on the Phoenix Wright games for almost nothing, so I threw some money at those. I also decided to go ahead and get Pokemon Crystal, though it wasn’t marked down. I have Silver and Pokemon Yellow on there, but I’ve not played Crystal ever in any form, and it’s the “3rd game” which usually means it’s the better one.

For my final round of 3DS digital games, I picked up:

  • Phoenix Wright Spirit of Justice
  • Phoenix Wright Dual Destinies
  • Phoenix Wright Apollo Justice
  • Gurumin 3D – An interesting looking 3D platform game
  • Pokemon Dream Radar – A 3DS exclusive game where you can catch a few legendary Pokemon
  • 80s Overdrive – A Retro style racing game in the vein of Outrun
  • Pokemon Crystal

Review – Dead Cells (PC)

Dead Cells Site Banner

I have to full be upfront here. When I first started playing Dead Cells, I hated it. Well, I liked it, but grew to hate it. I reminds me a lot of Rogue Legacy in it’s presentation, but it’s quite a bit faster and more difficult than Rogue Legacy is. I really really liked Rogue Legacy. Dead Cells also feels a lot like a Metroidvania title, though many will argue it’s not really a Metroidvania game, it has a very similar gameplay feel, even if the actual loop is different.

It’s closer to being a Roguelike platform game than a Metroidvania game, I’ll accept that. You do revisit areas, but not out of necessity to collect missed items or areas by using new skills, a Metroidvania hallmark, but because in Dead Cells, you live, you die, you live again. Actually, I’m not even sure you’re ever really ever alive, or maybe just you’re never dead. Your ACTUAL character is basically just a big sort of, blobby fungus thing. You start the game and possess a body and go from there.

Each iteration through the game, the levels are the same, but the layout is randomized. The route is also somewhat randomized, in that you can often choose where to go next. The choice can come at a trade off though, as the game gives bonus rewards for speed. Your equipment is also randomized. You get an assortment of initial drops to choose from and enemies drop items, but the secondary abilities and stats are all randomized out.

Between lives, you can unlock some permanent perks though. Which will help with progression as things get more and more difficult. This is where my chief problem with this game WAS. I’ll address it, but I do want to emphasize the “was”. The progression, really does not keep pace with the skill leaps on each stage. And dying at certain point in each run can mean losing any chance of progressing your ability at all, which results in a LOT of repetition and feeling of going nowhere. The ability to unlock skills only comes at the end of a stage. There is also a larger upgrade option for drops that only occurs every few stages. When you die, you lose all of your collected souls, which are used for upgrades.

You can unlock the ability to keep some of them, but it’s such a small amount it’s almost worthless. It also means the only incentive you have to spend early on, is on the ability to save souls between lives. So you never actually GET stronger for a while. It also doesn’t help that some of the unlockable items are kind of worthless and only serve to pollute the potential pool of drops.

After throwing myself against the first boss a few dozen times, then the stage that comes after the first boss, I completely shelved this game. It was fun, but not, THAT fun, to play essentially the same 2 levels over and over endlessly for a minuscule boost in power.

The game was eventually patched to add a difficulty adjustment slider, which brought me back and suddenly, the game was super enjoyable. Funny enough, this isn’t the first game this sort of thing happened to me with, Control did the same thing with the same results. Some of the more “hardcore” people complained, but it really doesn’t affect anyone else to play on an easier difficulty.

With the new ability to slide things to be less brutally difficult, the game was suddenly incredibly enjoyable. It meant going much farther long, beating more bosses and the game, and actually being able to progress along with unlocks. This also meant that the progression system was meaningful and the difficulty could be raised a bit as things became too easy. It honestly felt a lot more how the game was meant to be played.

Gameplay aside, the graphics use an interesting dense pixelated style that, despite it’s pixelatedness, really shows off all of the motion and environment well. Everything stands out well and looks pretty nice, in a slightly gross and morbid sort of way. The enemy variety is alright as well, each zone has it’s own sort of stable of enemies that show up, though some of them do get repeated.

There are also some more difficult enemies that only show up on higher difficulty levels. In addition to the difficulty sliders added in the mentioned patch, the game itself has a mechanism to increase the overall difficulty based on how many times the final boss is defeated. In order to unlock the “true ending”, the final boss must be defeated several times on increasing difficulty levels.

There are also several mini games and additional time attack modes that can be played for some extra challenge if that’s your jam.

The core gameplay loop is still a bit repetitive, and there is a lot of repeating each level, which may not be for everyone. There is still some trickiness to the difficulty as well, even on “easy mode”, which can be a turn off. Still, it’s a fun and fast platformer that plays a lot like traditional Castlevania/Metroidvania types in it’s mechanics.