Author Topic: Turbografx World Youtube show  (Read 479 times)

roflmao

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Turbografx World Youtube show
« on: June 01, 2013, 03:19:43 PM »
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

vestcoat

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Re: Turbografx World Youtube show
« Reply #1 on: June 01, 2013, 04:34:23 PM »
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.
STATUS: Try not to barf in your mouth.

PunkicCyborg

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Re: Turbografx World Youtube show
« Reply #2 on: June 01, 2013, 05:38:03 PM »
wow he REALLY likes bloody wolf lol
(19:28:25) GE0: superdead told me in whisper that his favorite game is mario paint

Bernie

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Re: Turbografx World Youtube show
« Reply #3 on: June 02, 2013, 04:54:29 AM »
love this one!! 

esteban

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Re: Turbografx World Youtube show
« Reply #4 on: June 02, 2013, 07:02:13 AM »
I thought it was decent (good!)...and I echo the comments made by vestcoat.

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

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Re: Turbografx World Youtube show
« Reply #5 on: June 03, 2013, 02:52:44 PM »
love this one!!  https://www.youtube.com/watch?v=pEe2FmzvyKw&list=PLB9A5AD7A28CBA8E4

Wow...  That was ...  funny!  Love it!

This guy needs to be a member of the forums.

-D-

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Re: Turbografx World Youtube show
« Reply #6 on: June 03, 2013, 05:18:12 PM »
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

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Re: Turbografx World Youtube show
« Reply #7 on: June 04, 2013, 03:23:50 AM »
I like his reviews so far.

roflmao

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Re: Turbografx World Youtube show
« Reply #8 on: June 06, 2013, 12:35:59 PM »
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

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Re: Turbografx World Youtube show
« Reply #9 on: June 06, 2013, 09:52:06 PM »
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
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

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Re: Turbografx World Youtube show
« Reply #10 on: June 09, 2013, 04:08:16 AM »
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
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"  )  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. 

« Last Edit: June 09, 2013, 04:44:52 AM by esteban »
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Punch

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Re: Turbografx World Youtube show
« Reply #11 on: June 09, 2013, 04:48:51 AM »
Silent Debuggers reminds me of the level 2 of NES Platoon, only without the endless spawn of enemies.


DesmondThe3rd

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Re: Turbografx World Youtube show
« Reply #12 on: June 09, 2013, 02:31:30 PM »
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
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"  )  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. 


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

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Re: Turbografx World Youtube show
« Reply #13 on: June 09, 2013, 03:41:07 PM »
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
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"   )  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.  


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  .

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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