Riddled Corpses EX – A Review

Nothing amazing, but a fun shmup with good co-op.

Riddled Corpses Ex is a twin-stick bullet hell game. You wouldn’t know that from looking at the cover, but there’s nothing lewd within the actual gameplay aside from the title screen. This may or may not be a disappointment for you. If you hate anime and its assorted tropes with extreme prejudice, then pass on this game, but I’d say you are missing out.

Yeah, it’s just a shoot-em up. Yeah, I know, the cover doesn’t make me think that either.

In a nutshell Riddled Corpses Ex is a 10 hour long fun, but grindy up to 2 player roguelike bullet hell. There are six gunners to unlock, with different bullet patterns, and a few different mechanics. While it’s a alright solo, if there was something that was going to make it a must buy, it would be the co-op. 

Overall, the game can be broken down into its four main features: sub-par story, great couch co-op, fun gameplay loop, and decent stage design.

So let’s just go through them shall we?

The Story: It Exists. That’s really the best thing you can say about it.

Story-wise, the game is rather corny and predictable in an endearing way. Nothing earth-shattering, nor deep and complex in this game; there are zombies and all you know is that you must kill them. 

My view for most games is that story is the least important factor in enjoying a game. That isn’t to say it can’t be a differentiating factor. Everybody knows Undertale, Earthbound, and Cave Story precisely for their respective narratives that brought a unique fresh take into their genres. But this isn’t any of those. It’s just sorta there.

Couch Co-op – You can also just play with yourself. (Wait a minute.)

Couch co-op is truly where this game shines. and sets it apart from other bullet hell games as you can call out when to use power ups, from dynamite to deal massive damage to all enemies on screen, to time-slow to dodge mobs/projectiles, to a turret for wave clear over time. Saving each other feels clutch and overall provides a more hectic and rewarding experience due to higher clear speed as the game doesn’t seem to implement multiplayer hp scaling so conversely if you want a harder experience just play solo.

Core Gameplay – 3 Modes. Story, Survival, and Arcade.

The core gameplay loop is simple: shoot, loot and get as far as you can. You’ll start by picking one of the three modes.

Story mode allows persistent progress per stage. (So once you beat stage 1 you can start at stage 2 and so on.) Story mode and Arcade mode both include the cut scenes, but you might find it easier to see the whole thing in Story mode.

Survival mode is a non-stop, wave after wave onslaught of monsters. Even if you don’t love the idea of the pure holdout theme, you might end up playing it anyway. I found it was more efficient for grinding gold than playing through the first two stages over and over.

If you want the true roguelike experience, try out Arcade mode. Here, you’ll always start with your character at level one. You’ll scale faster by collecting power ups and leveling up. There’s also an item shop between stages, but you can only buy consumable power ups like the time stop, or dynamite. Also, in true rouge like fashion, you’ll keep none of the gold or levels earned when you finally do die in Arcade.

Regardless of your skill at the genre, you’ll most likely be able to see the whole game with Story mode. Even if you find yourself unable to push through on Arcade, and you can always grind the first two modes if you need to power, which you might find yourself doing because…

Stage Design – New and interesting mechanics are routinely introduced, but a punishing difficulty spike in the end game feels real bad.

As for stage design, the game progresses at an even pace throughout, layering new mechanics on top of each stage, right up until about stage 3. This is where I ran into one of my bigger issues with the game, as everything suddenly felt way faster, and far more lethal.

The first three stages feel like they’re designed to teach you the general gameplay, but the stages after straight up smack you in mouth right out of the gate. I spent about 70% of my time just grinding gold for upgrades to force my way through stage 4.

To be fair the old adage of “Git Gud” is probably true here but the damage check is real. Creative and complex, but it felt like a bummer, especially if you don’t realize that the first few stages are mostly just tutorials.

Overall – It’s solid, but maybe not worth 10$. If you can pick it up on a sale like I did for $5, you’ll get a few hours out of it, and the co-op and other modes should offer some repeatability.

Risk of Rain 2

A roguelike that is a lot of fun, but is mostly just a shooter with random gear if you don’t bring friends.

A Brief Update – 8/30/2024

About 4 years after this writeup was published, Risk of Rain 2 was sold to new developers. These developers recently added a incredibly buggy patch. This patch breaks enemy behavior, player skills, the final boss, and a variety of other parts of the game. Before buying, check if this issue has been resolved.

And Now The Old Review

I was gonna pass on writing about Risk of Rain 2, mostly for two reasons. One was because it has been out for forever. Then I went and checked, and its actually been just a bit over a year.

Huh. 2019 and 2020 have been really long haven’t they?

Then I didn’t have anything I thought was interesting to say. So.

So, some background if you haven’t played. Risk of Rain 2 is a sequel to Risk of Rain except not really. Risk of Rain was a 2D side scrolling game, and Risk of Rain 2 is a 3D third person shooter. Both are rogue likes, but the difference made by third D in 2 is pretty massive. The gameplay loop is something like this: start a game, pick a character, run around for loot while trying to finish the level. If you do finish the level, congrats! Proceed to a new level with more death and loot. When you die, and you will, rinse and repeat, but now you might have unlocked some new stuff.

Now do it again. And again.

One primary advantages that Risk of Rain 2 has over its predecessor is that the net code actually works this time, which makes playing it in multiplayer much easier, and also brings up the big thing I find interesting about the game: I think Risk of Rain 2 is actually a better roguelike in multiplayer than it is in singleplayer.

Here’s why: in singleplayer, there are very few situations where you actually get to make build defining choices. Unlike Immortal Redneck, pretty much every single item you might find or pick up is good. Outside of a few edge case items you get with a special currency that holds over between runs, no item is even a side grade. The worst an item can be is useless. It’s never going to really penalize you.

This matters because in Risk of Rain, the primary thing that is going to kill you is time. As a run progresses, the difficulty of the game ticks up, scaling the damage, health, etc, of bosses. So in order to get the most out of a run, you more or less want to be constantly pushing forward. You don’t really want to spend time farming money or items on a given level, because that will just make things harder in the long run, and the benefit of a single extra item doesn’t outweigh the time it took to get it. Instead, the game plan usually becomes scoping out a few items you can grab quickly, fighting the boss fast, grabbing those items, and charging ahead.

So again, in singleplayer, here’s what will happen: you’ll just grab every single item you can get your hands on. A given item won’t make you worse, so there’s no reason not to.

But in multiplayer, suddenly the builds become important. There are two reasons for this. One is that a fantastic item for one class might be at best mediocre on other. Everyone having a little bit of attack speed might not be as good as one person having a ton. And some items just stack poorly. So now when you open chests, the question being asked is no longer “Should I pick this up?” to which the answer is always “Yes,” it becomes, “Is this item more effective on me, or on my teammates, and if so, should they commit time to coming to grab it?”

I’ll give an example: Bustling Fungus. Bustling Fungus is a fairly straightforward item. When you stand still, after about 2 seconds, a field around you will appear, and will restore health to the source of the field, and any friendly allies standing in it. As a player, standing still will get you pulverized, so Fungus hot trash most of the time.

Unless you play Engineer. The Engineer puts down turrets have two important properties when it comes to Bustling Fungus. First off, the turrets function as if they have copies of all the items the Engineer, and… they never move. So the Engineer with Bustling Fungus suddenly becomes able to place down self healing turrets that also heal allies who just stand near them, even if the ally is running around. Suddenly the Fungus is pretty good.

The second thing is this that the number of items per player in a game of Risk of Rain 2 is mostly linear. So if you’re in a one player game, let’s say you get about 4 total items per level. Well, in a 2 player game, you’ll get about 8 total items per level. And either of the players can pick those up! Before, your build was likely to be pure luck of the draw, but now you can plan with your teammates to put those items where they’ll do the most good. Some like Bustling Fungus are straightforward, and some are more complex, but the increased variety and choices means you have a much bigger pool to try to build out of.

In either case, I think the key takeaway here is as follows: Risk of Rain 2 is pretty great. Steam says I’ve played almost 60 hours of it, so yeah, I like. But perhaps more important, if you do decide to risk those rains, bring some friends. It makes the game much more fun, and makes the building aspect much more strategic.

(Or you could just unlock and use the Artifact of Command, which lets you pick which item you want from a given tier, but I’m not counting that here.)

Immortal Redneck – Finally Finished – Video Games!

So, I finally finished Immortal Redneck, by Crema. If the name sounds familar, it might be because they’re the folks that made Temtem. And raised a bunch of money on Kickstarter. But Immortal Redneck is their first game, and frankly, I’ve had way more fun with it.

I’ll talk later about Temtem, but for now, lets just talk about Immortal Redneck. If I had to describe it sufficiently, it’s a rogue like version of Doom, with an Egyptian theme. The game itself is fairly straightforward. You pick a starting character ALA Binding of Issac. This character determines your starting weapons, special activated ability, and usually has at least one more passive gimmick. Then you go into a pyramid, fight your way through to the stairs, go up the next level where enemies get harder until you die or get to the top. On the way to the top there are two bosses. If you get all the way to the top, or if you die, you restart, and can spend money you’ve collected on your way up to increase your hp/def/attack/unlock characters. It’s a pretty standard rogue like structure.

Here’s the thing though. If the reason you start playing Immortal Redneck is because “Oh hey, roguelike” I don’t think you’ll actually have a very good time. Most well regarded rogue-likes have an aspect of “learning” to them, and that isn’t really present in this. You don’t really construct a build. The only thing you can change about your set up as you proceed up the pyramid is your weapon load out, if you find something interesting to replace it with. The only real power-ups, “scrolls” can be good or bad, and you don’t know what they are until you pick them up.

I like Immortal Redneck overall though, because its fun. While it doesn’t follow the standard rogue like gameplay, most of the guns are a joy to play with, and just fun to shoot things with. While it does lean a bit heavily into references to pop culture with some of them, (looking at you little cricket and woolololo staff) most of them are just very satisfying to use.

In addition, the voice acting is pretty good. The only real voice lines are from the titular Immortal Redneck, but I found myself actually rather enjoying how he’s described. Making your character likable in a shooter like this seems difficult when all you can have them really do is spout one liners, but these make the redneck out as surprisingly likable.

I enjoyed Immortal Redneck, and if you like shooters I’d say give it a shot. But if you’re looking into it for the roguelike elements, it may not be your cup of tea.

Single Player “Cheating”

The game I’ve been playing the most recently is the new Animal Crossing: New Horizons. I’ll be writing a bit more about it later, but something interesting came up in it recently, so that’s what this post will be about.

For a bit of context, I would consider Animal Crossing to be a fairly casual game. It has a huge amount of customization and content, and things to do, but it’s much more of a simulation game then anything. The game on the whole is fairly non-punishing. Your town will never get hit by a tornado. You will never get robbed. No one will steal your identity and use it to take out fake credit cards in your name, etc.

So when I say casual, what I mean is more or less the following: The game will not punish you for failing to learn its mechanics, and it also has no real win condition. If you are enjoying playing Animal Crossing, you are winning. You are having fun. It’s more akin to a toy/lego set. You can’t lose at LEGO’s. You can put something together wrong, or different, but you can then just take it apart and start over, and there’s no real punishment for it, except in terms of time investment, and again, as long as you have fun, it’s fine.

So…. can you cheat in Animal Crossing? Well, maybe. It depends on how you interpret “cheating” in a primarily single player game where you can’t lose in a traditional manner.

See, there are two main gates in Animal Crossing to interacting with new content. They are in-game time, and in-game money. Money in Animal Crossing is earned by selling things, and there are more and less efficient ways to get it. Time however, is tied to your game system time. And when I say in-game time, I don’t mean “Oh, wait a week, wait a day”. Some things don’t show up except during certain months. Some things don’t show up except during various seasons. So, if you’re willing to change your the time on your system, you can more or less warp around and massively speed things up, manipulate the prices of in-game items, and perform other such tricks.

For me, that feels like cheating. Right? For me, if you’re willing manipulate the games parameters to that extent, then you might as well just cheat. But when I reached out to some friends, I heard a few different things.

One friend told me they didn’t consider anything cheating in a single player game, and that for multiplayer, it really only counted as cheating if it everyone involved didn’t agree to it. Another said that as long as it was in the unmodified game, it was fine. So, for them, time travel is fine because it doesn’t involve actually hacking the game, just making changes to the settings of the hardware you play it.

Perhaps the most interesting discussion I had was with a friend who actually makes games. For him, whether or not something was cheating was heavily dependent on the intention of the game designers, and the intended role that something was supposed to play as a mechanic. He didn’t consider it to be cheating in Animal Crossing to time travel, as long as you didn’t go back in time, because, well, it doesn’t make sense to go backwards in time narratively, but forwards is fine.

I think the big takeaway for me is that what people consider cheating is a lot more varied then I had expected, even in digital games where you would expect the automatic enforcement of the rules to be automated. But I’m also surprised by how different the reasoning behind those standards were.

Woof! Long post. Less theory, more games for the next one, and stay safe out there folks.

The Tides Have It

I’ve decided to try to see if I can keep this blog updated twice weekly. Woo. That seems like it will be kinda tough, so I’m just gonna quickly talk about a few things about Animal Crossing New Horizons that have been bothering me. These are more or less extremely small nitpicks, and I’d suspect that overall, they’re not really worth thinking about for more then a few minutes, but they’re still interesting to me, so yeah, whatever.

Nitpick #1

You can release fish into areas of water that they didn’t come from.

Okay, so in terms of “Annoyed Complaints” I’d file this one up with there with “Zootopia is unrealistic because animals can’t talk” in terms of how much it actually matters, but the reason this bother me is really straight forward. The game doesn’t let us just kill fish by tossing them onto land to die, or whatnot, we can only release them with the implication that well, they’ll live. Despite this though, nothing stops you from chucking a sea horse into a lake pond, or a trout straight into the ocean. I’m not a fish person, it might even be that those kinds of fish can survive in those areas, but I feel like they prob wouldn’t do so hot. I dunno, really it just bothers me because the game on one hand says “No, you can’t just murder these animals” but on the other hand is like “Yeah, sure, cram that Sea Bass in that tiny lake pond. It’ll be fine!”

Nitpick #2

Going out and chopping down everything on a random mystery island isn’t just possible, the games mechanics almost encourage it.

I find this one “funnier” in the sense that I’m almost never bothered by content in video games.

There’s a subsection of the population that seems to think that Video Games are the Devil, but it seems like people thought the same thing about Rock and Roll, Dungeons and Dragons, reading Catcher In The Rye. I’m more of the opinion that “Shitty people are shitty people” and that if “The Youth” are being corrupted, its more likely that they went looking for it.

Point is, in terms of “Oh dear, the moral panic” I’m almost never bothered by content in games. Murder a dozen people? Sure! Blow up a boat? Why not. Kill your Minecraft villagers over and over again until you get one with the right recipes? Those books won’t make themselves.

The point is, simulated violence almost never bothers me, as does war, blood/gore/etc. It’s very easy to tell that it’s not “real”. However, the idea of just going to random part of a forest/island or something and just clear cutting it cause “Fuck it, it ain’t my home” actually does sorta rub me the wrong way. I feel like I was raised to have a certain respect for nature even digitally, at least as long as said nature isn’t trying to actively murder me. (That’s a different situation, more about Don’t Starve later this week maybe?)

There was an interesting post a while back on Penny Arcade that I can’t find at the moment, but more or less boiled down to the following:

  1. “It’s very hard to see people in games as real people, because eventually you’ll reach a point where they behave weirdly, or bug out, or start saying the same voice line or whatever.”
  2. But the corollary is “It’s a lot easier to make us care about dogs/cats/animals, because it’s not hard to make something that really feels like a dog.” If it wags its tail, run around, barks at stuff, you’ve pretty much nailed it. It’s way easier to make a digital dog that feels “real” then a digital person.
  3. As far as I can tell, this is how I feel about forests and wild places in Animal Crossing. They aren’t real forests, but they are real in the sense of the game, and to the characters of the game. So yeah, clear cutting a pristine bit of nature so I can have an extra axe or two feels bad.

Afterthought:

After thinking about most of this, I realized that it’s more then possible in AC to harvest wood and such without actually cutting down an entire Forest, but I still thought it was fairly interesting that I was more bothered by a game saying “You can cut down all the trees” and the message that it sends to our children. So yeah, time to get children back to playing Call of Duty, Animal Crossing teaches lessons that are far too dangerous about deforestation. Speaking of which, more about Don’t Starve later this week, a game with a VERY different game play loop, but some of the same occurrences.