Don’t Think, Just Jam

I started a screenshot album for my virtual adventures. Check it out if you’d like.

  • 2 Posts
  • 26 Comments
Joined 2 years ago
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Cake day: November 25th, 2023

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  • Ace Combat 7: Skies Unknown

    I’ve been trying to power through the game since last week. To be completely honest I’m not having a great time with this one (key word being “great” here).

    It’s fun at times and a good game from a production standpoint but I end up playing in pretty short session because it can’t keep me interested otherwise. It’s a stark contrast to Project Wingman, where I pretty much binged through the whole thing twice (including DLC) and still want more. I’m slowly progressing but man, it’s night and day between the two games.

    I more or less got my input settings to what I’m used to (sans deadzone and sensitivity settings but it’s still better than nothing) and got over most of my issues with how it plays so things are a bit better now.

    Concepts for the missions are interesting and varied so far which is great, I’m a bit mixed on the execution though as there’s not a single mission that didn’t have something annoying in it. I have a similar sentiment towards ship upgrade tree - a neat idea, alright execution. I don’t hate any of this at least.

    Story is… fine. The constant waffling about “sins” and how “you’re all expendable”/“you can die for all I care”/“you have my permission to crash” (that’s why we put you into extremely expensive machines armed to the teeth) mixed with the pretty common Japanese way of writing dialogues (person 1 say X, person 2 repeats it) got grating pretty quickly. At least it’s not a permanent focus of the game so there’s that.
    There might be something a bit more interesting lurking in the background but I’ll have to see how things play out first to be convinced.

    On the “good” good side of things I really liked the thunderstorm mission gimmick, where getting hit by lightning is not only possible but it also affects gameplay in a significant way (disrupting the HUD and temporarily cutting off your controls). In general, the way they treat clouds as part of gameplay is actually pretty cool (targeting wise, not the icing). They also look pretty great.
    Besides the already mentioned mission variety, I also liked the callback to AC04 - it was a nice surprise as initially I didn’t realise both games are connected (it’s been a few years since my playthrough of 04 and even then my familiarity with AC franchise is pretty limited).

    All in all, the game constantly edges on the brink of clicking with me, only to pull something annoying that brings it right back to making me feel mixed about it. I want to like it more, I really do but alas, so far it wasn’t meant to be.

    Persona 3 Portable

    Not much to write about today as I mostly focused on AC7 and only did some light grinding to get all current party members to the same level. I’ll most likely switch full time to Persona once I’m done with the fly-boy campaign but for a few more days it’ll have to wait.


  • Umurangi Generation

    I hopped in to unlock all the gear and achievements (all except for “Speed runner” since I can’t be bothered with downgrading the game just to unlock it). Went pretty fast since levels are small and requirements simple but it was fun nonetheless.

    I’ll have to jump back in to do some proper photos of the DLC stages but that’ll have to wait a bit.

    Persona 3 Portable

    Progressing pretty slowly with this one as I treat it like a “play before bed” type of game. I really like Kotone and enjoy the new events written for her, hopefully they keep their quality throughout. Social links seem to have the same problem as the original ones for the most part (agree with people to make them like you) but whatever.

    There’s one thing that’s bothering me and that’s lack of audio settings - the sound effects (especially crit hits) during combat tend to be slightly louder than everything else and quickly become rather grating to hear.

    All in all, it’s pretty fun so far. While I don’t expect much differences in terms of the main story I’m curious where the rest of the writing ends up.

    Project Wingman

    I’ve decided to take another stab at playing this thing in VR. My initial attempt was a bit weird as even though my PC is close to being bare minimum to run the thing in VR it didn’t seem to use all of the available resources during gameplay. After some searching I found multiple claims that VR performance got kinda wrecked with the release of patch 2.0 so I decided to give the old version a shot. Boy was it worth it! Well, kind of.

    Both performance and hardware utilisation are definitely better, giving the speed and smoothness I didn’t see during my previous session. It’s super fun to play and gives me hope I might be able to finish the campaign before I finally manage to upgrade my PC. It’s also has a functional menu controls in VR unlike the 2.0 version.
    It’s really fun and being able to look around makes planning your moves way easier (I should look into non-VR head tracking for my normal playthrough).

    At the same time, 1.0 is 1.0. The anniversary update brought with it various improvements, including: better control of cloud settings, visual improvements to stages and updated HUD. It’s also the only version of the game you can play the DLC with which is unfortunate since I really want to play the “Express Lane” in VR.

    It’s an acceptable compromise overall but far from ideal way to experience the game. Oh well…

    Ace Combat 7: Skies Unknown

    I honestly didn’t expect to play this game any time soon due to price but it’s currently 90% off (or 84% directly on Steam) so I decided to take this opportunity and compare it with Project Wingman while it’s still fresh in my mind.

    I haven’t played much yet (only 5 missions so far) so I’ll stick to first impressions, with more thought out writeup probably next week. Here are the things that stood out the most so far:

    • Not being able to rebind HOTAS controls in game is a terrible choice and whoever decided on that should feel bad. It can be done by editing an ini file but that shouldn’t be necessary in this day and age. Also, no mouse support for menus - seriously?
    • Speed control doesn’t feel right yet, I’m sure I’ll get used to it though.
    • Flares are so limited you might as well not have them. Not that they’re as necessary as in PW but still.
    • Not yet sold on voice acting, prefer Project Wingman on that front so far. It feels a bit too… clinical (or slightly less natural), I guess?
    • I have similar feelings towards writing in general. It feels a bit too sterile, corporate and unnatural, with lots of “lordumpy” narration. Not the worst thing ever but it’s definitely noticeable.
    • Game looks great, more dynamic elements in the cockpit are always a plus.
    • The idea of music fading out when flying through clouds is cool but gets annoying really fast. Decent way to push people away from flying into them, I guess.
    • I’m playing on hard but it’s not particularly challenging so far. I hope things pick up or there’s an unlockable higher difficulty after completing the game.

    All in all, I think PW is a better game for me at the moment - not because AC7 is bad, but rather because it’s a bit more “safe” in comparison. I still like it and hope to warm up to it as I play but so far it kinda makes me want to go back to PW, not gonna lie.


  • If they keep insisting that having two protagonists is too expensive despite having multiple successful franchises behind their belt then I wish they just went all in and made a Persona game with female protag instead - it’s been 25 years since P2!

    At the same time I kinda dread what they would do with her to be honest. Atlus still has some issues with how they use their female characters so we could end up with some… let’s call them “problematic” events. They would also have to rethink some of their social links (can you imagine the reception of gendebent Kawakami scenario?). I’d still take that chance at this point though.


  • I’m progressing pretty slowly at the moment but I really like Kotone. I enjoy her cheerful front mixed with less happy emotions bubbling beneath and expect (or at least hope) for this to progress with the story. I also like that she can be played as a weirdo.

    Her new events are pretty fun though they suffer from the same issue as the original route, i.e. you have to agree with people make the most of social links. I’m used to it from the first playthrough so it’s not a huge deal.
    The biggest surprise so far was Saori’s (health committee) social link as that’s not something I expected to see in the game and I’m really curious where it goes.

    As mentioned in my previous post, I’m really glad I’m playing this as NG+ since it allows me to focus on the differences which are mostly present in writing. I like it.

    That’s pretty much all I have for now. I’ll be making more posts as I progress with the game with possible longer write up at the end if I have some time (and enough thoughts for that). Playing this route makes me even more annoyed Atlus for not bothering with including it in P3 Reload but they famously hate money so it’s not like one can expect much from them on that front.



  • Persona 3 Dancing in Moonlight / Persona 4 Dancing All-Night

    I haven’t played much of P3D before so now that I have some fresh experience with both it and P4D I can safely say the latter is a better game - whether in terms of gameplay, beatmaps or soundtrack, P3D feels a bit less “inspired”, I guess. It’s kinda unfortunate as P3 is my favourite game in the series (I haven’t played 1 or 2 yet) but whatever, the important part is to have fun.

    I’m slowly getting back in the groove. No full perfects yet but full combos are back on the menu and that’s exactly what I aim for.

    Persona 3 Portable

    Playing both dancing games made me go back to my unfinished pink playthrough of P3P. I haven’t touched it since… last year (I think?) due to mind goblins messing with my focus when playing RPGs at the time but I still want to see how things play out from the alternative perspective.

    I don’t have much to write about this one at the moment as I’m still in the early parts (just got Akihiko a few in-game days prior) but I have to drop a hot take nonetheless - I really wish these games had no time limit. I understand why it’s there and that it’s important from the narrative perspective but it’s a mechanic I never really enjoyed in games (Persona or otherwise). Now that I got to experience a Persona title without one (P5X gacha), it made these feelings even stronger.

    At least I’m playing on the easy mode (NG+) so I can skip most of the grind and focus on what I’m interested in (social elements). I’m really curious about the new stuff.



  • Yeah, it’s a shame they only got one side of the story for this one. I was hoping there’d be a bit more when I wrote my initial comment but they pretty much focused on Argo’s and Dora’s perspective. I understand why (not much new stuff happened in terms of the whole picture, not everyone wanted to talk as can be seen with the limited responses Chris received) but I think waiting a bit longer and seeing how things turned out for everyone involved would be a better idea.

    There were some interesting new details there but overall it didn’t really feel like the amount or weight of material worth making another documentary about at this point.


  • The first 20 minutes are about acknowledging and discussing the criticism of the original documentary which is a welcome addition. While I didn’t have as many issues with that as some, it wasn’t perfect and it’s good to know that Chris and the team are aware of what could be improved in the future.

    It’s a pretty interesting video so far (haven’t finished it yet) and clarifies some things left unsaid in the first one, on top of bringing new topics that came up since. Seems like a really good follow-up.



  • Project Wingman

    I’m almost done with the second playthrough, still having a ton of fun even if it’s not perfect. While I really like Prez, limiting your plane choices to two-seaters can feel really rough in certain missions and I probably won’t be doing that again in the future. It’s unfortunate that all the late-game planes are solo only as stat and load-out differences can make things way easier (or at least more fun).

    I also took the time to read through all the lore documents available in the game and it only made me more interested in a direct sequel. We have new conflicts against the Federation flaring up around the world, a bunch of global players we haven’t seen yet (Periphery countries, West African Concordat, the European alliance). We could have Federation megacities as mission backdrops in contrast to the more natural and modern environments from this game.
    There are some many interesting things they could do with all this world building, it would be a waste to stop here.

    Persona 3 Dancing in Moonlight / Persona 4 Dancing All-Night

    I’ve decided to finally set up PS Vita emulation on my Steam Deck and what’s better for that than Persona dancing games? Not like I have many other Vita games but still.
    I had to change the graphics API to OpenGL as for some reason both games crashed with Vulkan (didn’t have such problems when testing on desktop), other than that they work great.

    It’s been years since I last played one of those and boy am I rusty - even basic songs on normal feel overwhelming at times! I just started and should be able to get back into the rhythm soon enough but man, seeing how much I suck now was a bit of a surprise.

    Umurangi Generation - Macro DLC

    Finally got to it and after all this time I feel a bit mixed - both on the DLC and the game overall. I’m still mulling things over so here are the highlights:

    • DLC keeps the atmosphere of the base game nicely. It’s cool to see how things were before the original stages.
    • Music is once again pretty great if a little too bombastic compared to what’s happening on the screen. I don’t particularly care for the edgy dolphin in the club stage though.
    • At times things feel like they were done in an afternoon (not literally but still):
      • There are once again objects without collisions and plenty of places where you can randomly phase through when walking.
      • I found a few spots where you can get stuck, sometimes in the open.
      • Lighting in the club stage feels messed up (everything is super dark except for blown out “lights” that don’t give any… well, light).
      • The skybox of the first stage looks completely misaligned (maybe this one was intentional, I don’t know - still doesn’t look great).

    As much as I like this title it kinda depresses me. I’m someone who takes pride in their work and spends a lot of time on even the smallest details so seeing something with this many simple and easily fixable issues being released as a finished product (and a paid one at that!) pains me on a personal level.
    I realise this game is intended to exude the grungy “I don’t care” and “everything is screwed” energy but that should not spill into the technical aspects in my opinion. There should be SOME bar of quality there.

    I’m still glad it was created and had fun with both base game and DLC but man…



  • I might be a bit obsessed with Project Wingman at the moment.

    Full thoughts

    I finished the campaign, bought the DLC, finished it and started another playthrough using two-seater planes (WSO is an actual character and you don’t get to enjoy her when flying solo). I absolutely love this game and I’m happily planting it on my list of favourites from now on.

    It has action, drama, surprises and challenge - all tied together into a neat little package. The story actually goes a bit harder then expected and served as an interesting mirror to Ace Combat campaigns. It went in a very different direction than I thought it would.

    Mission design is pretty simple - fly to the AO and kill everything. There’s no time limits or special objectives for the most part. They do at least make up for it with varied map design and weather conditions. There’s also a healthy mix of air, land and water targets (sometimes at the same time) to keep things interesting.
    I wish they’d make more use of take-off and landing sequences as they show up like 2-3 times throughout the campaign and once in the DLC (this one even includes a full taxi sequence from the hangar!). It’s a simple addition that most people would probably skip but I still love for a bit of additional immersion. Does anyone know if there’s a non-sim flight combat game that utilises these sections in a more regular way?

    Is it a perfect game? Considering the price and size of the development team I’d say it’s pretty close to being as perfect as it can be given the circumstances. There are some issues like the missile spam and number of enemies at times but over all none of these are serious enough to dampen my excitement about this title.
    Oh! Both final bosses, as in from the main and DLC campaigns, can be a bit much in terms of “spectacle”. We go from relatively grounded challenges to enemies that belong in Gundam rather than contemporary military game. It’s a bit of a whiplash compared to the rest of the playthrough.

    It’s a fantastic title that will become a mainstay on my hard drive for a long while. I really hope these guys make a sequel some day. Direct, spiritual - doesn’t matter. I need more flight combat games from this studio.


  • Lots of good choices in the comments already so I’ll start with what I’m currently obsessed with: Project Wingman and its DLC, FRONTLINE-59.

    OTXO is also great if you’re looking for some heart-pounding action, both in-game and to listen.

    Neotokyo, the old source mod has two fantastic cyberpunk albums for its OST: GSDF and NSF. Both have their own unique style instead of trying to imitate the classics which is a huge plus.

    I’ve seen Drakengard being mentioned already so have some heavenly sounds announcing the end of the world. If you’d like something that doesn’t cause as much mental damage as the first game, Drakengard 3 is your friend! It’s still possesses the mad undertones of the original and some of the boss music can be take it or leave it for some people as the heavy electronic vibes can clash with the medieval fantasy aesthetic (I love them all personally) but it has some absolute bangers as well.
    Here are the usual suspects when people talk about this title:

    • Black Song - surprisingly light considering when it plays in the game.
    • The Final Song is a backing track for an 8 minute boss fight with no checkpoints and no place for mistakes (1HP through the whole thing baby!).
    • This Silence Is Mine - if you want to listen to someone who’ve been through hell and back singing asking for the sweet release of death. It’s raw, it’s emotional and it perfectly encapsulates all the themes of the D3’s protagonist, Zero. Still one of my favourite OST songs of all time despite listening to it for at least a decade now.

    Last but not least, Shantae and the Pirate’s Curse. It’s filled with fun and energetic tracks which fit perfectly with the light comedic tone of the series. Jake Kaufman’s masterpiece and probably my favourite OST in the series.



  • Just to get it running? Not really, I think setting WINE version to WINE-GE-8-26 was the only requirement.

    Personally I also:

    • Installed widescreen patch.
    • Adjusted Steam Input settings to:
      • Gamepad with joystick.
      • Changed D-pad to keyboard arrows and Start to Escape.
    • Changed steering to controller in game.

    With this setup everything works perfectly fine for me.

    I did browse the themed sale a bit actually and tried the previously mentioned RR3 (demo). Unfortunately for me it doesn’t play well with multiple monitors and that’s a no-go for when I play on desktop. I want to try Richard Burns Rally some day, especially after seeing the huge RSF mod adding tons of tracks and cars to the game. Need to clean up my hard drive for that though as I’m a bit swamped in games at the moment.

    I’ll probably won’t be jumping into anything else new for now as I have DIRT Rally sitting in the backlog pile, waiting for its turn in the spotlight. Thanks for the recommendations though, I’ll keep them in mind!


  • I haven’t played most of the games on your list (either at all or in a while), doubly so on the Deck, so my perspective is a bit limited. Sorry.

    CMR04 is on the simcade side of things. Definitely more realistic than Old School Rally, should be relatively close to Rush Rally 3 or Richard Burns Rally (maybe slightly less realistic than those). I think Codemasters found a nice middle ground in terms of driving model with this game. It’s definitely one of the best rally games from that era at least.

    In terms of battery life, I’m able to squeeze between 5 and 6 hours on full charge with this one.


  • I mean, Valve’s silence isn’t really surprising to be honest. They generally tend to keep quiet and let things go away on their own whenever possible. I’d be more surprised if the came out in force on this issue.

    They did respond to the recent claim by Mastercard about them not being responsible for this recent mess - that’s something, I guess? Here is a Kotaku article (don’t kill me, that’s the source I have for this) and here is the relevant part:

    “Mastercard did not communicate with Valve directly, despite our request to do so,” Valve’s statement sent over email to Kotaku reads. “Mastercard communicated with payment processors and their acquiring banks. Payment processors communicated this with Valve, and we replied by outlining Steam’s policy since 2018 of attempting to distribute games that are legal for distribution. Payment processors rejected this, and specifically cited Mastercard’s Rule 5.12.7 and risk to the Mastercard brand.”

    There’s a bit more in the linked article but that’s pretty much the gist of it.