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The game still looks beautiful to me. I don't think it necessarily needs a remaster, but I don't mind. :wink:
A fantastic game, start to finish. It starts off easy enough, gets really tough later on. Graphics and music are spot on. Don't get put off by the silly intro (looks good enough, the description is nonsensical), it goes from strength to strength afterwards.
Quite lengthy, too. I needed over 26 hours to 100% it, with 750+ deaths (the game helpfully keeps count for you).
Highly recommended.
8/10
I had such high hopes for this game. I was in a mood for a quality platformer, heard so many great things about it, read excellent reviews - but ended up disappointed.
I have the utmost respect for the developer. It's a fantastic solo effort. The visuals and the character animations are great. But I have issues with some of the most praised aspects of the game, which surprised me.
I didn't enjoy combat. It's all about the boss battles, which are frantic affairs where it's hard to figure out what to do, even when the opponent's intentions are telegraphed. There's simply way too much stuff happening on the screen.
Fighting ordinary enemies is supposed to prepare us for boss fights, but it does a poor job at that. The basic movement and fighting mechanics are not properly introduced nor explained. That causes a lot of difficulties and head-scratching later on.
The puzzles are a mixed bag as well. Some are satisfying, but some don't rely on you being clever - they expect you to come back after 10 hours when you unlock the necessary skill. I guess that's normal for a metroidvania, but I didn't get that memo.
In the end, I don't think the story is really interesting or well told. I found the writing rather poor, and the characters are all unlikeable (and some of them utterly annoying). That was probably the most disappointing thing.
All back to back.
Just had an urge to kill Nazi's!
My opinion the New Order is defo my favourite.
Would absolutely recommend.
Also played Remnants of the Precursors this weekend. It's Master of Orion 1, but updated. It plays great and looks great too.
Would also recommend.
Currently getting back into Dead Cells with the new DLC. Highly recommended if you like platformers with tight controls and lots of action!
Last edited by robvv on 13 Jan 2022 at 9:56 am UTC
Last edited by levellord on 13 Jan 2022 at 1:57 pm UTC
I had to make  to get it running on Xubuntu 21.10. I bought the game on GOG.com, so I don't know if this also applies to the Steam or Itch.io releases.
If you're not familiar with it: Tanglewood plays like what you would get if you combined 1990s puzzle-platformers (Another World/Heart of Darkness/Oddworld: Abe's Oddysee) with various 1990s mascot-platformer/action-game series (Sonic The Hedgehog/The Lion King/Ecco the Dolphin/Yoshi's Island/Kirby/Donkey Kong Country), but it never uses elements from these games wholesale - they're all given their own unique spin here, and it all mixes together very well as you play out the adventures of a lost and helpless wild animal who's looking for a way back home. It takes the audio approach of the former group of games rather than the latter, so it uses both silence and appropriately-timed music to set the tone (and the music is fab, too). Handling is like a mascot-platformer rather than a realistically-weighted puzzle-platformer, and deaths are one-hit kills as is typical of the puzzle-platformer lineage - but you get infinite lives, and restart-points are well-placed and reasonable.
You can almost feel the chill coming off of the wind sound-effects that accompany this stage.
Tanglewood's protagonist, Nymn, takes a walk in the woods.
The narrative is, as you would expect from a 16-bit game (which this is - though it has a native Linux release, it was actually designed for the Sega Mega Drive/Genesis, and comes with a ROM-file so that you can play it on real hardware or using an emulator of your choice), more-or-less silent, but personally I found this to be simple but effective. As is typical of many of the games that inspired it, it has two endings - one that you get if you didn't grab all of the 168 collectible fireflies that are hidden throughout the game, and one that you get if you grabbed them all. This also slightly affects how the endgame plays out, so the events in a playthrough for the good ending aren't quite the same as those for the bad ending.
I thoroughly enjoyed every minute of the game - even the slightly frustrating ones trying to grab hard-to-reach fireflies so that I could get the good ending!
Hopefully the same studio's  will offer a native Linux version, too - it sounds interesting so far.
They also released it on cartridge (along with another game, Xeno Crisis) .
And that brings me neatly to the game that I finished today: , which is a modern NES game, available on cartridge and also digitally from Steam and Itch.io (I grabbed it on Steam). It's a vertically-autoscrolling platformer for up to four players who take on the roles of four brightly-coloured mages on a rescue-mission, and has the interesting twist of restricting itself to the capabilities of launch-window Famicom/NES games - , and doesn't use any memory-mappers or other on-cartridge hardware that allowed for fancier games.
There isn't a native Linux version of Micro Mages, but the Steam release works fine with Proton. However, I found that the best Linux experience for this game is to take the NES ROM that they provide you with and run it in your native emulator of choice - that way, you can make save-states between worlds instead of having to write down passwords.
Micro Mages via Proton (windowed).
Micro Mages on an Anbernic RG351MP - an ARM-Linux handheld that's focussed on emulation and source-ports (this one is running the 351Elec custom firmware).
Micro Mages is short-but-sweet (it's made up of eight bite-sized worlds, with the latter four being "hard-mode" remixes of the first four), and I thoroughly enjoyed it - the mechanics and handling are all well-designed and fun to play around with, and the character-designs (though tiny, as implied by the game's title) are all packed with personality; I particularly liked how holding down on the d-pad (or whatever you've mapped your directional inputs to) will simply cause your mage to dance on the spot. There are a number of references to genre-defining NES games, too, all of which made me smile.
I haven't gotten to play the game with multiple people yet, but it's clear that it should be a chaotic experience that's quite different from playing it solo, since with more people you'll be competing for power-ups and trying to work together to take down enemies and bosses.
Definitely another one that I'm glad I picked up.
Last edited by Pengling on 6 Mar 2022 at 11:04 pm UTC