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Turbografx World Youtube show

Started by roflmao, 06/01/2013, 10:19 PM

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roflmao

I just stumbled across this show.  It looks like it started earlier this month and is pretty entertaining!  It drives me nuts that the games are stretched to 16:9, but the commentary is worth listening to.

Turbografx World - Episode 1: Bloody Wolf

VestCunt

Better than I was expecting. I like the how reviews are just that - reviews. He's not trying to be a funny, or angry, or a bragging game-chaser, or a historian. No comments on rarity or value! And no boring unedited footage of a douchebag pontificating in front of a game shelf! Good stuff.
I'm a cunt, always was. Topic Adjourned.

PunkCryborg

wow he REALLY likes bloody wolf lol

Bernie


esteban

I thought it was decent (good!)...and I echo the comments made by vestcunt.

Now, as for my own little quibbles: the reviewer didn't like the knife-fighting (he felt it was arbitrary), but I personally loved the knife-fights in Bloody Wolf (in fact. There should have been more!)...it's fun to be devise new strategies based on weapon/situation.
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roflmao

Quote from: Bernie on 06/02/2013, 11:54 AMlove this one!!
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Wow...  That was ...  funny!  Love it!

This guy needs to be a member of the forums.

-D-

I really enjoyed Bloody Wolf too, so this is pretty cool!  Although I'm a bit of a stickler for aspect ratios and it drives me nuts watching these stretched to 16:9, looks so wrong.........

DesmondThe3rd


roflmao

He posted one today for Silent Debuggers. :)

Desmond, you've been on fire with your reviews lately!  I haven't been able to keep up.  :P

DesmondThe3rd

Quote from: guest on 06/06/2013, 07:35 PMHe posted one today for Silent Debuggers. :)

Desmond, you've been on fire with your reviews lately!  I haven't been able to keep up.  :P
Yeah, I agree with his opinion on Silent Debugger. So much lost potential.

As for me I been looking to improve some older reviews for the new channel.

esteban

#10
Quote from: DesmondThe3rd on 06/07/2013, 04:52 AM
Quote from: guest on 06/06/2013, 07:35 PMHe posted one today for Silent Debuggers. :)

Desmond, you've been on fire with your reviews lately!  I haven't been able to keep up.  :P
Yeah, I agree with his opinion on Silent Debugger. So much lost potential.

As for me I been looking to improve some older reviews for the new channel.
This started out as a short post, but I kept adding more (and it's not directed at Desmond, but the YouTube review from "SaturnIsCool"  :pcgs: )  so now I present...

IN DEFENSE OF SILENT DEBUGGERS

Well, it clearly is a matter of taste, but I like Silent Debuggers for what it is: a mysterious game that allows you to SLOWLY figure things out as events unfold. Exploring, learning how to navigate the confusing corridors, figuring out your objectives, learning how to be efficient with time, BEING PENALIZED BUT STILL ABLE TO PLAY THE GAME (one of the best features, IMHO, because I love how this adds to the "realism" and, because you can lose a variety of things, you have to adopt/ experiment with different strategies depending on your situation, etc etc.

All of the things that the reviewer criticized the game for are, actually, what makes it such a unique experience and REVEALS HOW THE GAME GRADUALLY ADDS LAYER UPON LAYER UPON LAYER OF STRESS (don't forget about the Doomsday Countdown clock).

BOTTOM LINE: This sort of game is meant to be played, replayed, contemplated. It's the very nature of it. It's a sci-fi "dungeon crawler" of sorts (with a FPS moments to keep you on your toes, but you don't get bored because aliens don't spawn endlessly). If you fail to grasp how you are meant to approach the game, you certainly will be frustrated. It's not going to be everyone's cup of tea, but the PACING is one of its strengths (adding save states, the ability to fix disabled cells, a "counter" of remaining enemies—all of these things destroy the very purpose of the game, which is to create an increasingly stressful, claustrophobic, xenophobic (ha!) experience). The tension builds, the paranoia builds...and, as a result, the satisfaction of solving/surviving everything becomes even sweeter... I honestly believe that folks are far too coddled by things (I.e. automapping, all the things listed a moment ago) and this hand-holding actively destroys certain experiences (I.e. using pacing to create atmosphere, tension, rewarding experiences).

Too often, folks clamor for INSTANT GRATIFICATION.  Go play some generic game, I say. Silent Debuggers provides a gratifying experience for those willing to give it a chance.  :pcgs:
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Psycho Punch

Silent Debuggers reminds me of the level 2 of NES Platoon, only without the endless spawn of enemies.

https://youtu.be/Q-SQw4Dn6ow
This Toxic Turbo Turd/Troll & Clone Warrior calls himself "Burning Fight!!" on Neo-Geo.com
For a good time, reach out to: aleffrenan94@gmail.com or punchballmariobros@gmail.com
Like DildoKobold, dildos are provided free of charge, no need to bring your own! :lol:
He also ran scripts to steal/clone this forum which blew up the error logs! I had to delete THOUSANDS of errors cause of this nutcase!
how_to_spell_ys_sign_origin_ver.webp

DesmondThe3rd

Quote from: esteban on 06/09/2013, 11:08 AM
Quote from: DesmondThe3rd on 06/07/2013, 04:52 AM
Quote from: guest on 06/06/2013, 07:35 PMHe posted one today for Silent Debuggers. :)

Desmond, you've been on fire with your reviews lately!  I haven't been able to keep up.  :P
Yeah, I agree with his opinion on Silent Debugger. So much lost potential.

As for me I been looking to improve some older reviews for the new channel.
This started out as a short post, but I kept adding more (and it's not directed at Desmond, but the YouTube review from "SaturnIsCool"  :pcgs: )  so now I present...

IN DEFENSE OF SILENT DEBUGGERS

Well, it clearly is a matter of taste, but I like Silent Debuggers for what it is: a mysterious game that allows you to SLOWLY figure things out as events unfold. Exploring, learning how to navigate the confusing corridors, figuring out your objectives, learning how to be efficient with time, BEING PENALIZED BUT STILL ABLE TO PLAY THE GAME (one of the best features, IMHO, because I love how this adds to the "realism" and, because you can lose a variety of things, you have to adopt/ experiment with different strategies depending on your situation, etc etc.

All of the things that the reviewer criticized the game for are, actually, what makes it such a unique experience and REVEALS HOW THE GAME GRADUALLY ADDS LAYER UPON LAYER UPON LAYER OF STRESS (don't forget about the Doomsday Countdown clock).

BOTTOM LINE: This sort of game is meant to be played, replayed, contemplated. It's the very nature of it. It's a sci-fi "dungeon crawler" of sorts (with a FPS moments to keep you on your toes, but you don't get bored because aliens don't spawn endlessly). If you fail to grasp how you are meant to approach the game, you certainly will be frustrated. It's not going to be everyone's cup of tea, but the PACING is one of its strengths (adding save states, the ability to fix disabled cells, a "counter" of remaining enemies—all of these things destroy the very purpose of the game, which is to create an increasingly stressful, claustrophobic, xenophobic (ha!) experience). The tension builds, the paranoia builds...and, as a result, the satisfaction of solving/surviving everything becomes even sweeter... I honestly believe that folks are far too coddled by things (I.e. automapping, all the things listed a moment ago) and this hand-holding actively destroys certain experiences (I.e. using pacing to create atmosphere, tension, rewarding experiences).

Too often, folks clamor for INSTANT GRATIFICATION.  Go play some generic game, I say. Silent Debuggers provides a gratifying experience for those willing to give it a chance.  :pcgs:
It's great way of looking at the game and I feel that way about certain other titles like Victory Run and Veigius Tactical Gladiator that pack a lot of challenge. Silent Debuggers almost creates some killer suspense but when you blast your 80th alien that all look alike in the same old corridors the game's tension quickly into tedium and monotony. It doesn't help matters when you are forced drop everything and kill the monsters in the control center or you lose viral areas in mere seconds. It breaks up the actions too much and it feels like busy work. The game was close though to being something special and maybe with a bit of extra content (multi-player, more enemies, better 3D visuals) the game could have a killer app for the Turbo.

esteban

Quote from: DesmondThe3rd on 06/09/2013, 09:31 PM
Quote from: esteban on 06/09/2013, 11:08 AM
Quote from: DesmondThe3rd on 06/07/2013, 04:52 AM
Quote from: guest on 06/06/2013, 07:35 PMHe posted one today for Silent Debuggers. :)

Desmond, you've been on fire with your reviews lately!  I haven't been able to keep up.  :P
Yeah, I agree with his opinion on Silent Debugger. So much lost potential.

As for me I been looking to improve some older reviews for the new channel.
This started out as a short post, but I kept adding more (and it's not directed at Desmond, but the YouTube review from "SaturnIsCool"  :pcgs: )  so now I present...

IN DEFENSE OF SILENT DEBUGGERS

Well, it clearly is a matter of taste, but I like Silent Debuggers for what it is: a mysterious game that allows you to SLOWLY figure things out as events unfold. Exploring, learning how to navigate the confusing corridors, figuring out your objectives, learning how to be efficient with time, BEING PENALIZED BUT STILL ABLE TO PLAY THE GAME (one of the best features, IMHO, because I love how this adds to the "realism" and, because you can lose a variety of things, you have to adopt/ experiment with different strategies depending on your situation, etc etc.

All of the things that the reviewer criticized the game for are, actually, what makes it such a unique experience and REVEALS HOW THE GAME GRADUALLY ADDS LAYER UPON LAYER UPON LAYER OF STRESS (don't forget about the Doomsday Countdown clock).

BOTTOM LINE: This sort of game is meant to be played, replayed, contemplated. It's the very nature of it. It's a sci-fi "dungeon crawler" of sorts (with a FPS moments to keep you on your toes, but you don't get bored because aliens don't spawn endlessly). If you fail to grasp how you are meant to approach the game, you certainly will be frustrated. It's not going to be everyone's cup of tea, but the PACING is one of its strengths (adding save states, the ability to fix disabled cells, a "counter" of remaining enemies—all of these things destroy the very purpose of the game, which is to create an increasingly stressful, claustrophobic, xenophobic (ha!) experience). The tension builds, the paranoia builds...and, as a result, the satisfaction of solving/surviving everything becomes even sweeter... I honestly believe that folks are far too coddled by things (I.e. automapping, all the things listed a moment ago) and this hand-holding actively destroys certain experiences (I.e. using pacing to create atmosphere, tension, rewarding experiences).

Too often, folks clamor for INSTANT GRATIFICATION.  Go play some generic game, I say. Silent Debuggers provides a gratifying experience for those willing to give it a chance.  :pcgs:
It's great way of looking at the game and I feel that way about certain other titles like Victory Run and Veigius Tactical Gladiator that pack a lot of challenge. Silent Debuggers almost creates some killer suspense but when you blast your 80th alien that all look alike in the same old corridors the game's tension quickly into tedium and monotony. It doesn't help matters when you are forced drop everything and kill the monsters in the control center or you lose viral areas in mere seconds. It breaks up the actions too much and it feels like busy work. The game was close though to being something special and maybe with a bit of extra content (multi-player, more enemies, better 3D visuals) the game could have a killer app for the Turbo.
Desmond, I agree with you: a greater variety of enemies (WITH UNIQUE BEHAVIORS/A.I.) would have improved this game tremendously. Same goes for the generic corridors  :pcgs:.

Multiplayer (split screen a la mode de Double Dungeons-meets-Final Lap Twin) could be interesting, too (I have my doubts, but it's a neat, promising idea, I grant you that).

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