401 reviews liked by Lunacial


Just pure, simple good fun shit. I beat this for the first time while sitting on the toilet in about 30 mins (in one sitting) .

Being the first Kirby game and being the only mainline game without his iconic copy ability, it essentially feels like a Kirby's Adventure beta. Yet despite not having his copy ability, it's still a lot of fun to play through and makes bosses actually have some challenge and methodology as you need to wait for opportunities to attack, as opposed to spamming your best copy attacks. It makes me want to do no-copy runs of other Kirby games for that same challenge.

Good shit. Simple shit. Fun shit. Has aged gracefully and is still an excellent 2D platformer.

Interested in Dark Cloud but haven't played it yet?
Maybe it’s an all-time favorite and you want some more history?

Check out this “Prep Kit”, full of pre-release coverage, interviews, advertising and merchandise to get you in that Launch Day mindset!

https://goatedquest.blogspot.com/2024/04/068-dark-cloud-prep-kit.html

Let me help make every game you play feel brand new, no matter how old

"Limitation breeds innovation". It's the oldest cliche in the book when talking about video-games of the Retro Variety. It's true, and I believe it. If all the solutions, the late-night, sweat-filled hack-job work-arounds that make the impossible possible are good enough, it's those limitations that can be part of the artistry too. Not just the dream.

What happens when those limitations are taken away? Should they be? Is it messing not just with art, but history to do so? These are important questions, students of art have to grapple with them especially in mediums only as new as the Dwight D. Eisenhower Administration.

The story of the Sonic games on Game Gear and Master System (at least, until Triple Trouble) is not just one of that limitation, but it is also one of avoiding imitation. Imitation was only another limitation in a world where they sure as hell didn't need another. Instead, another path was forged, forgoing even the chalk and numbers that was the last vestige tying the knot of the SEGA ecosystem. Sonic the Hedgehog: Triple Trouble was and always will be a Game Gear game. It couldn't have been a Genesis game.

Noah Copeland dares dream of a world where it was anyway. It's been said that the best way to predict the future is to create it. Mr. Copeland predicts a past by also creating it, but with the respect and finesse to not forget Triple Trouble's roots. It doesn't come out of nowhere, it is rooted in something. Yes, it is clearly a Sonic game that is taking after Sonic 3 & Knuckles, turning Triple Trouble into a sequel of that. But if you're going to imagine a past, you better make it believable. Mr. Copeland and his team understood this, it wasn't enough to just be the Sonic game that all Sonic fans would want to play. It convinced me. For the first time that I had played a Sonic fan-game, and I have played many, I had felt that this really could have existed. Sonic 3 & Knuckles, one of the best games ever made, maybe could have been followed up this way. Had it existed, it maybe would have been considered one of the best Sonic games. Had it existed, maybe I would think it's the best Sonic game ever made. Noah Copeland and his team turned the dream into reality; it is my favorite Sonic game ever made.

This is not just a prettier version of that old Game Gear game. Perhaps that would have been enough or preferable for many, but to me that would not have been faithful to the spirit of Triple Trouble, the blazing spirit to make the impossible possible. It's that same spirit more than anything else that Triple Trouble 16-bit handles with grace.

In 1994, a dream came true. In 2022, a dream came true.

Press on, employee.

My friend Larry has been acting a little weird lately. He keeps standing in the corner staring at me, telling me we should play Home Safety Hotline in a voice that's not his, and there's this really horrible smell like rotten eggs that's been filling up my apartment. I don't know if it's related, but Larry - who has taken to crawling on the walls and ceiling - showed me the trailer and explained that it's created by Nick Lives, who previously worked on Hypno Space Outlaw. I was intrigued and then partook in a large feast of cornmeal that had been curiously laid out on the dining room table, as the voices in the walls demanded.

Home Safety Hotline sits the player down with a bestiary of common home hazards ranging from bees to Boggarts, house flies to Dorcha, which the player must refer to in order to properly diagnose the problems of callers who are currently in various states of duress. True to the real-world experience of working in a call center, the loop of taking a call and finding a solution can be a bit rote, and much of the challenge is borne from callers providing inaccurate or conflicting pieces of information. On some level, it almost feels like a Loveline simulator. Lot of calls about kids getting eaten tonight... Must be a full moon.

Caller: It... It... It stole me...! It stole me!! I'm not me anymore, I'm... it took me! I can't see myself anymore, I'm gone! Help me!! Help me get b--

Adam: Alright, I'm putting her on hold. Sick of her already... Drew, how many times do we get calls like this and the answer is always carpenter ants?

Drew: All the time.

Adam: Helen? Get yourself some Raid, babydoll.

Those expecting the heavy puzzle solving and obtuseness of Hypno Space Outlaw might then be a little disappointed with how straight-forward Hotline is, but it's really more a vehicle for some very imaginative and entertaining writing, and the excitement of seeing new entries in the bestiary unlock during each subsequent shift dulls how samey most nights are on a mechanical level. You won't hack into a bunch of weird databases or decipher codes here, and Hotline's central mystery doesn't leave many unanswered questions by the end of its short 3-4 hour run, but that's fine. In fact, after biting into several incredibly long games over the last couple of months, it's preferable.

My only real complaint is that the game only leverages audio queues once, and calls rarely share the same answer, which trivializes the late game through a simple process of elimination. Otherwise, I am so into what the game is going for that it feels like targeted content. It's hard to dig into specifics without spoiling some of the more inventive entries or giving away the plot, but I do appreciate how ranged and varied a lot of Hotline's creatures are. You'll frequently diagnose problems caused by benign beings like toilet Hobbs, which enjoy cleaning your bathroom and can be placated by providing them a single egg at night. You'll also have to deal with more abstract and frightening entities like memory wisps, which essentially give their victims Alzheimer's. No cure for that, you have to let them run their course. What can you say other than "good times?"

Maybe I'm predisposed to whatever kind of weird horror Nick Lives is putting out into the world (Night Signal looks interesting and I'm way into the premise of Please Insert Disc), reviews on here appear more mixed, but I do think this is worth checking out if you want something short, simple, and backed by some really fun writing. I have to go now, the soil is calling me...

I never really understood these games where the horror is mostly present when you're NOT doing well. If you pay attention and are good at the game (I feel like I was, I mostly had perfect scores until the very end!) most of the horror is stuff you'll have to look up on YouTube. It seems common in this scene of games, what's up with that?

I'm fond of this game, though! The horror that is there is entertaining enough, there are some interesting ideas here. When you beat the game you get to see some developer artwork and commentary, and it's clear that this wasn't just some quick job to capitalize on what YouTubers would make a viral video on. It's funny, too. I also am realizing I'm a sucker for games that have interfaces that resemble older operating systems!

Maybe the number going away was all it ever needed. Something clicked with this game, and it was the beckoning glimpse of what Sonic could really be in the handheld space. Sonic now finally truly has its own Super Mario Land. Like Super Mario Land though, this is by no means attempting to compete with its contemporaries over at the home-console arena. This is a miniature Sonic game still, and the game won't let you forget that. Even the penultimate level is shorter than the shortest levels in the home-console games. Was this really the limit of what was possible?

Continuing to forge its own path. Interestingly you even see this manifest with characters not serving the same role that they do in their home-console counterparts. Tails strangely goes from Sonic's sidekick to Sonic's very first damsel-in-distress. It's with this game that there is this established line that these handheld Sonic games are not conversions of their older brothers, but their own artistic statements. Is the number even needed anymore?

Only a year before this, the iOS App Store was opened. Doodle Jump grasps how motion can be awesome on a phone. The multiplayer is the best part

I bought this game for one dollar. One day later, it appears the game got delisted.