Considering it's set in Berlin in 1945, I was surprised at just how much the Soviets were the villains; only a couple of levels focus on taking down Nazis. I guess this game really is about the start of the Cold War. One point for realism too: I took out a sniper crawling through the ruins of a train depot and then realized something wasn't quite right, so I took another look at the corpse. The Soviets trained women as snipers in WW2, and I wasn't expecting to see that here, but yeah, I had just gunned down a lady. An unexpected but historically accurate touch.
Summer Games Challenge 2026 - PRESS I FOR INVENTORY
Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
Another day, another challenge down. After taking some time to get it up and running, I ended up knocking out the original Sniper Elite. It has some interesting quirks, and it's definitely messy, but I still had fun putting lead down range.
Considering it's set in Berlin in 1945, I was surprised at just how much the Soviets were the villains; only a couple of levels focus on taking down Nazis. I guess this game really is about the start of the Cold War. One point for realism too: I took out a sniper crawling through the ruins of a train depot and then realized something wasn't quite right, so I took another look at the corpse. The Soviets trained women as snipers in WW2, and I wasn't expecting to see that here, but yeah, I had just gunned down a lady. An unexpected but historically accurate touch.
Considering it's set in Berlin in 1945, I was surprised at just how much the Soviets were the villains; only a couple of levels focus on taking down Nazis. I guess this game really is about the start of the Cold War. One point for realism too: I took out a sniper crawling through the ruins of a train depot and then realized something wasn't quite right, so I took another look at the corpse. The Soviets trained women as snipers in WW2, and I wasn't expecting to see that here, but yeah, I had just gunned down a lady. An unexpected but historically accurate touch.
- Key-Glyph
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
Apologies for the absence, friends. I was out of town and didn't have a computer with me, and typing longwinded reveries via smartphone is not my cup of tea. I also thought I'd be playing more games on the road, but alas, t'was not to be. I'll be responding to all your posts in just a little bit, but I'm going to get into my own journey first because I keep putting that off!
All right, so. While many of my Summer Games Challenges have been about seeking out wonderful first experiences with classics I'd missed as a kid (see: Metroid, Ultima, Contra), some of them become quests of closure, a time to revisit games I'd long ago decided I could never finish or would never understand. Summers like that are so satisfying, not just because it's wonderful to finally bring those childhood struggles full-circle, but because those games are already loaded with personal nostalgia and memories. Even before you dig them out again, they have a story with you.
This summer is a bit of both, but I'm being drawn towards the Quests of Closure first. I've also been inspired to amp up the nostalgia by making some deliberate choices that crank up the vibe more. I'm going to lean into this in my posts and try to capture a lot of the personal stuff, possibly even more than the commentary on the games itself. And this is what I started with:
Adventure Island II (GB)
The Nostalgic Background Story
The Game
So yes. Really enjoyed this one, and love that the complex story of this cart, this game, my childhood, and my Japanese studies came to rest some thirty years later for this Summer Games Challenge.
Next up: Probably Harvest Moon: More Friends of Mineral Town!
All right, so. While many of my Summer Games Challenges have been about seeking out wonderful first experiences with classics I'd missed as a kid (see: Metroid, Ultima, Contra), some of them become quests of closure, a time to revisit games I'd long ago decided I could never finish or would never understand. Summers like that are so satisfying, not just because it's wonderful to finally bring those childhood struggles full-circle, but because those games are already loaded with personal nostalgia and memories. Even before you dig them out again, they have a story with you.
This summer is a bit of both, but I'm being drawn towards the Quests of Closure first. I've also been inspired to amp up the nostalgia by making some deliberate choices that crank up the vibe more. I'm going to lean into this in my posts and try to capture a lot of the personal stuff, possibly even more than the commentary on the games itself. And this is what I started with:
Adventure Island II (GB)
The Nostalgic Background Story
Next up: Probably Harvest Moon: More Friends of Mineral Town!
Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
Well, I just knocked out Duke Nukem Forever. Credits are rolling as I type this.
I chose to play it for this year's Summer Challenge in large part because of its infamy, but also because the game reached an important milestone at the end of 2025. DNF started development in 1997 and finally released in 2011, a 14-year cycle of pain, mocking laughter, and eye-rolling expectation. 14 years from 2011 was 2025, so in 2026, Duke Nukem Forever finally was out for longer than its development period.
As for the game, it's...not good. DNF lives up to its infamous reputation. I'll write a proper set of thoughts for the Games Beaten thread, and I don't intend to fully disparage it, because there are some things I actually enjoyed about the game. But to say its low brow is setting the brow too high.
I chose to play it for this year's Summer Challenge in large part because of its infamy, but also because the game reached an important milestone at the end of 2025. DNF started development in 1997 and finally released in 2011, a 14-year cycle of pain, mocking laughter, and eye-rolling expectation. 14 years from 2011 was 2025, so in 2026, Duke Nukem Forever finally was out for longer than its development period.
As for the game, it's...not good. DNF lives up to its infamous reputation. I'll write a proper set of thoughts for the Games Beaten thread, and I don't intend to fully disparage it, because there are some things I actually enjoyed about the game. But to say its low brow is setting the brow too high.
Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
...dag, I totally missed the start of this. I guess I'll try to figure a list out sometime tomorrow.
- alienjesus
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
Glad you enjoyed the game Key!Key-Glyph wrote: ↑Tue Jun 23, 2026 7:24 pm
Another fun observation was that when I looked up the English manual, the title of the localization very specifically mentions aliens. I'm looking over the Japanese Famicom box and it does not seem to reference this at all. I haven't found the manual proper, so I could be wrong, but it's funny to think that the English localization thought they needed to be upfront with, "AND ALIENS!!" to make this extra appealing to an American audience]
The reason you didn’t see Aliens on the box for Famicom is probably because you were looking at the wrong game! Adventure Island 1 on Game Boy is based on Adventure Island 2 for NES/Famicom, and Adventure Island 2 on Game Boy is actually based on Adventure Island 3 for Famicom. The box art for that one has a ufo on it: https://s.pacn.ws/1/p/PA.82728.001.jpg?v=jalx3k
- Key-Glyph
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
Note! Syndicate! So happy to see you two!!
So, this is fascinating, because if the Japanese Adventure Island II on Game Boy was indeed based on the Japanese Famicom Adventure Island III -- which clearly includes a UFO in its artwork, as you've shown -- this means the Game Boy port of that game, which then got labeled Adventure Island II, went rogue and decided to obscure the alien twist on its own. This is not my own picture, but this image is identical to the cart I have. So this means the Japanese manual and box art for the Game Boy Adventure Island II used the art from the Famicom Adventure Island II, despite those games being different. Unless the English version of Adventure Island II on Game Boy is not the same game as the Japanese Game Boy Adventure Island II, and you thought I was playing the English version? I wish I had the Japanese manual to flip through, because I can't seem to find that online anywhere.
I do want to unrelatedly point out that Adventure Island seems to be another Nintendo-published series where a brunette goes blonde, though. Do we think that characters like Link, Zelda, Peach, and apparently Tina (I think this was her name) were always imagined by the creators as being blonde? Or is this a vast conspiracy, as I have long assumed? Opinions welcome.
With these mysteries yet to be solved, I have moved onto my next game and am having such a grand time with it.
Harvest Moon: More Friends of Mineral Town
The Nostalgic Backstory
Current Progress!
I already know this one is going to be my favorite game in the series too. Every Harvest Moon seems to emphasize a different sort of gameplay: sentimental attachment and vibing (Another Wonderful Life), farming and upgrade grinding (DS Cute), specific goals and achievements (Magical Melody). Not only is Mineral Town the most balanced of these in the sense that both the farming side and the social side are hard-earned and expansive, but it has the most interconnected web of characters with some really, really complex situations. For example, you've got Duke, the co-owner of a winery, whose daughter Aja left home before you moved to town. You eventually find out that Aja left immediately following a fight with Duke, which may or may not be related to his alcoholism, but which is definitely related to his failing marriage. But, if sullen mystery wanderer Cliff takes on a job at said winery and begins finding his own purpose, Duke starts accompanying Cliff to church and, at the time of this writing, has gone his first full day without a drink.
Just, woah. This is miles deeper than anything I've ever seen in a Harvest Moon. And that's only one example. I haven't even touched on the priest who openly expresses that he no longer believes in god, but who feels human empathy and compassion serves great purpose and thus continues to serve as an anchor for the community, or the farm family whose patriarch taught his son everything and his equally capable daughter nothing, or the grandchild who knows her mother left her at her grandfather's when she was a baby and is emotionally aware of her grandfather's sadness... and notices how he always rallies to cheer her up.
GOOD STUFF FOLKS.
What I'm very interested to eventually find out (but don't tell me!! No spoilers!!) is:
alienjesus wrote: ↑Sat Jun 27, 2026 5:41 am
Glad you enjoyed the game Key!
The reason you didn’t see Aliens on the box for Famicom is probably because you were looking at the wrong game! Adventure Island 1 on Game Boy is based on Adventure Island 2 for NES/Famicom, and Adventure Island 2 on Game Boy is actually based on Adventure Island 3 for Famicom. The box art for that one has a ufo on it: https://s.pacn.ws/1/p/PA.82728.001.jpg?v=jalx3k
So, this is fascinating, because if the Japanese Adventure Island II on Game Boy was indeed based on the Japanese Famicom Adventure Island III -- which clearly includes a UFO in its artwork, as you've shown -- this means the Game Boy port of that game, which then got labeled Adventure Island II, went rogue and decided to obscure the alien twist on its own. This is not my own picture, but this image is identical to the cart I have. So this means the Japanese manual and box art for the Game Boy Adventure Island II used the art from the Famicom Adventure Island II, despite those games being different. Unless the English version of Adventure Island II on Game Boy is not the same game as the Japanese Game Boy Adventure Island II, and you thought I was playing the English version? I wish I had the Japanese manual to flip through, because I can't seem to find that online anywhere.
I do want to unrelatedly point out that Adventure Island seems to be another Nintendo-published series where a brunette goes blonde, though. Do we think that characters like Link, Zelda, Peach, and apparently Tina (I think this was her name) were always imagined by the creators as being blonde? Or is this a vast conspiracy, as I have long assumed? Opinions welcome.
With these mysteries yet to be solved, I have moved onto my next game and am having such a grand time with it.
Harvest Moon: More Friends of Mineral Town
The Nostalgic Backstory
I already know this one is going to be my favorite game in the series too. Every Harvest Moon seems to emphasize a different sort of gameplay: sentimental attachment and vibing (Another Wonderful Life), farming and upgrade grinding (DS Cute), specific goals and achievements (Magical Melody). Not only is Mineral Town the most balanced of these in the sense that both the farming side and the social side are hard-earned and expansive, but it has the most interconnected web of characters with some really, really complex situations. For example, you've got Duke, the co-owner of a winery, whose daughter Aja left home before you moved to town. You eventually find out that Aja left immediately following a fight with Duke, which may or may not be related to his alcoholism, but which is definitely related to his failing marriage. But, if sullen mystery wanderer Cliff takes on a job at said winery and begins finding his own purpose, Duke starts accompanying Cliff to church and, at the time of this writing, has gone his first full day without a drink.
Just, woah. This is miles deeper than anything I've ever seen in a Harvest Moon. And that's only one example. I haven't even touched on the priest who openly expresses that he no longer believes in god, but who feels human empathy and compassion serves great purpose and thus continues to serve as an anchor for the community, or the farm family whose patriarch taught his son everything and his equally capable daughter nothing, or the grandchild who knows her mother left her at her grandfather's when she was a baby and is emotionally aware of her grandfather's sadness... and notices how he always rallies to cheer her up.
GOOD STUFF FOLKS.
What I'm very interested to eventually find out (but don't tell me!! No spoilers!!) is:
- -- How much time will pass overall. Will children grow up? Will I grow old? Will elders die? These things happen in some Harvest Moons, but not all.
-- Whether there are branching outcomes for NPCs. If I hadn't befriended Cliff enough that he stayed in town, would Duke's family have further deteriorated towards a "bad" ending? Or would dialog and events just never have progressed in his scenario? Multiple playthroughs are definitely in my future.
- prfsnl_gmr
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
Great thread this year, everyone, and summer’s just started! I’m really enjoying reading about your experiences with these classic games.
I finished up a few non-challenge games, and I’m now about 1/2 way through Donkey Kong Country Returns Tropical Freeze (“DKCRTF”). It is a rock-solid hop-n-bop platformer polished to a shine. It took me a minute to get used to the controls - what do you mean I don’t hold down a button to run faster?! - but it’s been smooth sailing ever since.
The graphics are solid, and each world, so far, is varied.The music is outstanding; there are a ton of well-hidden collectibles; and if you fun enough of them (i.e., the KONG letters), you open up an ultra-challenging bonus level. (My guess is that, if you beat all of these, you get a bonus world.) The game is consistently challenging, but rarely frustrating, and it controls wonderfully. (If you’ve played a DKC game, you know what to expect.) The challenge levels, which are my favorites, aren’t quite as grueling as DKCR, which is probably for the best, but I do hope some of the later ones up the challenge a bit.
Enjoying the game! It’s very summer-y, and I can see why it’s so well-regarded.
I finished up a few non-challenge games, and I’m now about 1/2 way through Donkey Kong Country Returns Tropical Freeze (“DKCRTF”). It is a rock-solid hop-n-bop platformer polished to a shine. It took me a minute to get used to the controls - what do you mean I don’t hold down a button to run faster?! - but it’s been smooth sailing ever since.
The graphics are solid, and each world, so far, is varied.The music is outstanding; there are a ton of well-hidden collectibles; and if you fun enough of them (i.e., the KONG letters), you open up an ultra-challenging bonus level. (My guess is that, if you beat all of these, you get a bonus world.) The game is consistently challenging, but rarely frustrating, and it controls wonderfully. (If you’ve played a DKC game, you know what to expect.) The challenge levels, which are my favorites, aren’t quite as grueling as DKCR, which is probably for the best, but I do hope some of the later ones up the challenge a bit.
Enjoying the game! It’s very summer-y, and I can see why it’s so well-regarded.
- alienjesus
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
For the past few days I have been playing Star Control 2, and it's a really interesting time.
The premise of the game is that humanity formed an alliance with a bunch of other alien species to fight against a race called the Ur-Quan. The Ur-quan are conquering all races in the galaxy and giving them 2 choices - to join the Ur-Quan as slaves to form part of their army, or to be sealed away on their home planet behind an inpenetrable shield, harvesting resources for Ur-Quan and unable to leave. You play as a human character who was born on a far awaywhen a science expedition got stranded on a planet during the war when researching the Precursors, a race of beings with advanced technology. You've returned to Earth with a ship built with precursor technology only to find out that the Alliance lost. Earth is sealed behind a shield due to deciding not to fight for Ur-Quan, and the other ally races are nowhere to be seen. You decide to take the fight back to Ur-Quan, but you need to get yourself some allies, as most of humanity is unable to help, other than a small contingent posted to a space station in orbit around Earth.
Core gameplay early on involves setting out to far away stars, visiting the orbiting planets, and mining them for resources, which involves sending a lander to the planet to harvest minerals, and in some rarer planets, life forms. Minerals can be used back at the space station to recruit more crew members (who serve as your ships 'health bar' - whenever you take hits, the crew count goes down), fuel (which is crucial for flying far), and ship parts. Ship parts include improved thrusters for moving and turning, fuel storage for longer journeys, cargo bays to hold more minerals and life forms, crew bays to increase crew capacity, and weaponry. It's a bit of a slog getting going because fuel is expensive, finding valuable minerals and lifeforms can be tough, and many planets are completely inhopsitable to your landers - with lightning storms, earthquakes and high temperatures rapidly destroying landers and wiping out crew. Luckily, I can trade with a race called the Melnorme by selling life form data in return for technology that gives me new ship aprts to build and more importantly - upgrades to my lander to make it more resistant to hazards. It's taken a long time but my lander now flies faster, shoots faster, carries twice as much and resists life forms, lightning, earthquakes and fire.
The more fun part of the gameplay is the diplomacy. You will encounter many different races around the galaxy and you want to bring them onside to bolster your alliance. So far I've recruited a few - first a single Spathi, a race of cowardly aliens who accidentally chose to become Ur-quan army recruits whe they meant to choose the shield which would keep them safe. I found Fwiffo the Spathi captain hanging out on Pluto and basically got him to join by being scary. Later I visited the Spathi homeworld and got the whole race on board by clearing some super scary monsters from their planet. The monsters were non-threatening sloth creatures, it was very easy.
I then found the Orz, a race of weird fish people who might be a hivemind from another dimension? It's hard to tell because they're new to the galaxy and the translators cant fully understand them. So their dialogue looks something like this: *Heeello happy *campers* We are looking for to fun and party! We are Orz. Orz is not many bubbles. We are happy to be smelling you!". They have appeard in a place where a race who were allied with the Ur-quan used to exist, the Androsynths. There are no more Androsynths, and the Orz tell you in no unclear terms that it would be a very bad idea to ask them what happened to the Androsynths.
The third race I got on board were actually 3 - the Zoq-Fot-Pik, who are 3 races who all gained sentience at the same time on their planet. One looks like a mushroom, one looks like an accordion, and the last one is an eye with a big frilled collar who doesnt talk. They requested to joi the alliance for protection because their planet is in Ur-Quan space - and 2 different groups of Ur-Quan are warring with each other and accidentally causing damage to the Zoq-Fot-Pik planet, despite not knowing they are there.
The 4th I allied with were the Arilou Laleelay, who are classic little green men. I had to find a way into quasi-space, a dimension beyond hyper space, to find them. This is the first race I've found from the original alliance of 7 besides humans. The game seems to suggest they did something to humans in the past and are somehow nurturing and protecting us. They gave me a portal generator to quasispace which lets me take longer journeys without using much fuel.
I also found a race of sentinent gas creatures called the Slylandro. They can't leave their planet or use physical tools due to both them and the planet being made of gas, so they like getting visitors. They had sent out some scientific probe drones they bought from the trading race, but due to a programming error the droids were aggressively destroying enemy ships after greeting them and claiming 'we come in peace'. Whoops! We got a self-destruct code for the drones so we can deal with them more easily whenever we encounter them moving forward.
Which is great, because whilst I'm enjoying Star Control 2, one thing I Do Not Like at all is the combat. It's very basic- you choose a ship from the fleet (different races have different capabilities) and fight the enemy. You fly around, useyour thrusters to build mementum (and being in space, you can only slow down by applying equal momentum in the opposite directions), and shoot using primary and secondary weapons. Each ship has a set crew maximum which serves as your health. Unfortunately, the computer AI is pretty tough, and the races and ships you have access to feel unequipped for most of what you face. Early on my main ships were long range, buy slylandro drones would charge in at speed and do constant close range damage. Later I encountered Ur-Quan ships who have icnredible firepower and health and would just win via battle of attrition. I've one like one battle so far - mostly I just avoid them or run away. I hate the battle system.
So far I'm really liking Star Control 2 - but if the game forces me to engage in it's battle system more heavily in future, I can see that shifting.
The premise of the game is that humanity formed an alliance with a bunch of other alien species to fight against a race called the Ur-Quan. The Ur-quan are conquering all races in the galaxy and giving them 2 choices - to join the Ur-Quan as slaves to form part of their army, or to be sealed away on their home planet behind an inpenetrable shield, harvesting resources for Ur-Quan and unable to leave. You play as a human character who was born on a far awaywhen a science expedition got stranded on a planet during the war when researching the Precursors, a race of beings with advanced technology. You've returned to Earth with a ship built with precursor technology only to find out that the Alliance lost. Earth is sealed behind a shield due to deciding not to fight for Ur-Quan, and the other ally races are nowhere to be seen. You decide to take the fight back to Ur-Quan, but you need to get yourself some allies, as most of humanity is unable to help, other than a small contingent posted to a space station in orbit around Earth.
Core gameplay early on involves setting out to far away stars, visiting the orbiting planets, and mining them for resources, which involves sending a lander to the planet to harvest minerals, and in some rarer planets, life forms. Minerals can be used back at the space station to recruit more crew members (who serve as your ships 'health bar' - whenever you take hits, the crew count goes down), fuel (which is crucial for flying far), and ship parts. Ship parts include improved thrusters for moving and turning, fuel storage for longer journeys, cargo bays to hold more minerals and life forms, crew bays to increase crew capacity, and weaponry. It's a bit of a slog getting going because fuel is expensive, finding valuable minerals and lifeforms can be tough, and many planets are completely inhopsitable to your landers - with lightning storms, earthquakes and high temperatures rapidly destroying landers and wiping out crew. Luckily, I can trade with a race called the Melnorme by selling life form data in return for technology that gives me new ship aprts to build and more importantly - upgrades to my lander to make it more resistant to hazards. It's taken a long time but my lander now flies faster, shoots faster, carries twice as much and resists life forms, lightning, earthquakes and fire.
The more fun part of the gameplay is the diplomacy. You will encounter many different races around the galaxy and you want to bring them onside to bolster your alliance. So far I've recruited a few - first a single Spathi, a race of cowardly aliens who accidentally chose to become Ur-quan army recruits whe they meant to choose the shield which would keep them safe. I found Fwiffo the Spathi captain hanging out on Pluto and basically got him to join by being scary. Later I visited the Spathi homeworld and got the whole race on board by clearing some super scary monsters from their planet. The monsters were non-threatening sloth creatures, it was very easy.
I then found the Orz, a race of weird fish people who might be a hivemind from another dimension? It's hard to tell because they're new to the galaxy and the translators cant fully understand them. So their dialogue looks something like this: *Heeello happy *campers* We are looking for to fun and party! We are Orz. Orz is not many bubbles. We are happy to be smelling you!". They have appeard in a place where a race who were allied with the Ur-quan used to exist, the Androsynths. There are no more Androsynths, and the Orz tell you in no unclear terms that it would be a very bad idea to ask them what happened to the Androsynths.
The third race I got on board were actually 3 - the Zoq-Fot-Pik, who are 3 races who all gained sentience at the same time on their planet. One looks like a mushroom, one looks like an accordion, and the last one is an eye with a big frilled collar who doesnt talk. They requested to joi the alliance for protection because their planet is in Ur-Quan space - and 2 different groups of Ur-Quan are warring with each other and accidentally causing damage to the Zoq-Fot-Pik planet, despite not knowing they are there.
The 4th I allied with were the Arilou Laleelay, who are classic little green men. I had to find a way into quasi-space, a dimension beyond hyper space, to find them. This is the first race I've found from the original alliance of 7 besides humans. The game seems to suggest they did something to humans in the past and are somehow nurturing and protecting us. They gave me a portal generator to quasispace which lets me take longer journeys without using much fuel.
I also found a race of sentinent gas creatures called the Slylandro. They can't leave their planet or use physical tools due to both them and the planet being made of gas, so they like getting visitors. They had sent out some scientific probe drones they bought from the trading race, but due to a programming error the droids were aggressively destroying enemy ships after greeting them and claiming 'we come in peace'. Whoops! We got a self-destruct code for the drones so we can deal with them more easily whenever we encounter them moving forward.
Which is great, because whilst I'm enjoying Star Control 2, one thing I Do Not Like at all is the combat. It's very basic- you choose a ship from the fleet (different races have different capabilities) and fight the enemy. You fly around, useyour thrusters to build mementum (and being in space, you can only slow down by applying equal momentum in the opposite directions), and shoot using primary and secondary weapons. Each ship has a set crew maximum which serves as your health. Unfortunately, the computer AI is pretty tough, and the races and ships you have access to feel unequipped for most of what you face. Early on my main ships were long range, buy slylandro drones would charge in at speed and do constant close range damage. Later I encountered Ur-Quan ships who have icnredible firepower and health and would just win via battle of attrition. I've one like one battle so far - mostly I just avoid them or run away. I hate the battle system.
So far I'm really liking Star Control 2 - but if the game forces me to engage in it's battle system more heavily in future, I can see that shifting.
Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
I have continued progress in Commandos. I'm now on level 6. I'm getting a better handle on the game, but it encourages rushing to finish levels in a timely manner, and me, I don't like to rush. I prefer to approach stealth games by taking my time, removing every obstacle methodically, opening up paths of safety and eliminating competition. You never know when some Private you let live a few months back might get a battlefield promotion and suddenly be a particularly problematic Sergeant you have to deal with. Better to kill them all, I say.
I've grown particularly fond of my Green Beret. He's capable of setting out distractions, knifing people from behind, and hiding the bodies quickly. This is a blessing, and he's got by far the highest body count of any of my troops. Only the Spy comes close thanks to his own abilities to distract and to quickly kill silently and hide bodies. The rest are situational specialists, and the Sapper...well, he's an idiot who constantly leaves the best equipment he could use at home. Half the levels involving the Sapper also involve finding the bloody gear he needs to do the actual job.
I have also started playing Powerslave. It's an Egyptian-themed FPS, but what really makes it interesting is that it provides a large world to navigate via smaller levels that open up as you acquire more gear, keys, and weapons. Each new artifact you pick up gives you the ability to do something that will further expand your path. I've acquired the first, a pair of sandals that let me jump higher, so now I can scale a cliff I need to get up to explore further areas, but I am genuinely curious what all I will uncover. It has been a promising start.
But you aren't here for this. You're here for the other game I started...
Wizardry: Proving Grounds of the Mad Overlord
King Trebor's favorite amulet has been taken by his former pal and now bad guy wizard, Werdna, who has run into the local dungeon maze with it. Of course, Trebor wants Werdna beaten, but he really wants that amulet back, so he's offered a reward. Guess who's dumb enough to form an adventuring party and attempt to go plumb the depths for this little trinket?
Me! And guess what, so are some of you! Here's how the adventuring party breaks down:
Ack - Good Dwarf Fighter
Popo - Good Human Fighter
Pidge - Good Gnome Cleric
Key - Neutral Halfling Thief
Maru - Good Elf Mage
Note - Good Elf Bishop
Now this isn't the planned for final makeup. I'm hoping Ack will live long enough to promote to a Lord while Popo becomes a Samurai, and I'd love for Key to end up a Ninja, but we'll see if that happens. Ninjas take a lot of work to get due to their ridiculously high stat requirements. I also traditionally don't care for elves, but they make good casters, so two ended up in the party. And Note has both offensive and defensive magic options as well as Identify and Dispel Undead, so he's worth keeping around.
The party breaks down into a front row and a back row. The front is best populated by tanks: Ack and Popo are up there due to their normally high HP and their access to better armor and weapons. Melee weapons also only work from the front row. It might surprise some to learn that Pidge is also in the front row as a caster, but that's because Clerics can wield some better weapons and armor as well as shields, giving them better survivability and offensive output, not to mention the heals, buffs, and Dispel Undead powers. In fact, Pidge is often devastating against groups of undead enemies and has won entire fights on their own.
As Popo informed me, Wizardry is just D&D with the serial label scratched off, and those of you who have ever listened to me rant about D&D know that I love the Cleric and consider it the most broken class (and also the most necessary) in numerous versions of the game. Cleric is OP. Accept it. Love it. You need the Cleric to be OP. In fact, when Paizo did their D&D spin off Pathfinder, Cleric was the only class to receive a nerf. And you know what? The Cleric still kicked ass. Because who needs to wear indestructible armor and carry a big weapon or cast absurdly intricate and powerful spells when you can instead wear indestructible armor, carry a big weapon, cast absurdly intricate and powerful spells, tell the most common enemy type in the game to go die in a holy fire, heal any damage you took, AND get a god to go give somebody the finger?
Clerics rule. And Pidge rules. Hence, Pidge is the Cleric. In fact, Pidge is also a survivor. Wizardry is hard, and Pidge has literally been the only survivor to crawl out of the dungeon more than once already, even on the first floor. As I am currently grinding up levels, death is happening a little less, but I'm still only on the first floor. This survival has happened because of Pidge...though paying for fixing it happens because I have Key as a thief opening all those treasure chests. Everyone's useful! Even Maru!
So yes, despite the number of times folks have already died (seriously, there has been a lot of death already), I have crawled through the first floor of the dungeon, gotten an idea of teleporters and secret rooms, and identified key aspects of just about all the monsters I have fought. I still have to find some keys to advance, but I'm at the point I'm comfortable enough on the first floor to be able to do that. Which means it may be time I go down and experience more death on the second floor.
I've grown particularly fond of my Green Beret. He's capable of setting out distractions, knifing people from behind, and hiding the bodies quickly. This is a blessing, and he's got by far the highest body count of any of my troops. Only the Spy comes close thanks to his own abilities to distract and to quickly kill silently and hide bodies. The rest are situational specialists, and the Sapper...well, he's an idiot who constantly leaves the best equipment he could use at home. Half the levels involving the Sapper also involve finding the bloody gear he needs to do the actual job.
I have also started playing Powerslave. It's an Egyptian-themed FPS, but what really makes it interesting is that it provides a large world to navigate via smaller levels that open up as you acquire more gear, keys, and weapons. Each new artifact you pick up gives you the ability to do something that will further expand your path. I've acquired the first, a pair of sandals that let me jump higher, so now I can scale a cliff I need to get up to explore further areas, but I am genuinely curious what all I will uncover. It has been a promising start.
But you aren't here for this. You're here for the other game I started...
Wizardry: Proving Grounds of the Mad Overlord
King Trebor's favorite amulet has been taken by his former pal and now bad guy wizard, Werdna, who has run into the local dungeon maze with it. Of course, Trebor wants Werdna beaten, but he really wants that amulet back, so he's offered a reward. Guess who's dumb enough to form an adventuring party and attempt to go plumb the depths for this little trinket?
Me! And guess what, so are some of you! Here's how the adventuring party breaks down:
Ack - Good Dwarf Fighter
Popo - Good Human Fighter
Pidge - Good Gnome Cleric
Key - Neutral Halfling Thief
Maru - Good Elf Mage
Note - Good Elf Bishop
Now this isn't the planned for final makeup. I'm hoping Ack will live long enough to promote to a Lord while Popo becomes a Samurai, and I'd love for Key to end up a Ninja, but we'll see if that happens. Ninjas take a lot of work to get due to their ridiculously high stat requirements. I also traditionally don't care for elves, but they make good casters, so two ended up in the party. And Note has both offensive and defensive magic options as well as Identify and Dispel Undead, so he's worth keeping around.
The party breaks down into a front row and a back row. The front is best populated by tanks: Ack and Popo are up there due to their normally high HP and their access to better armor and weapons. Melee weapons also only work from the front row. It might surprise some to learn that Pidge is also in the front row as a caster, but that's because Clerics can wield some better weapons and armor as well as shields, giving them better survivability and offensive output, not to mention the heals, buffs, and Dispel Undead powers. In fact, Pidge is often devastating against groups of undead enemies and has won entire fights on their own.
As Popo informed me, Wizardry is just D&D with the serial label scratched off, and those of you who have ever listened to me rant about D&D know that I love the Cleric and consider it the most broken class (and also the most necessary) in numerous versions of the game. Cleric is OP. Accept it. Love it. You need the Cleric to be OP. In fact, when Paizo did their D&D spin off Pathfinder, Cleric was the only class to receive a nerf. And you know what? The Cleric still kicked ass. Because who needs to wear indestructible armor and carry a big weapon or cast absurdly intricate and powerful spells when you can instead wear indestructible armor, carry a big weapon, cast absurdly intricate and powerful spells, tell the most common enemy type in the game to go die in a holy fire, heal any damage you took, AND get a god to go give somebody the finger?
Clerics rule. And Pidge rules. Hence, Pidge is the Cleric. In fact, Pidge is also a survivor. Wizardry is hard, and Pidge has literally been the only survivor to crawl out of the dungeon more than once already, even on the first floor. As I am currently grinding up levels, death is happening a little less, but I'm still only on the first floor. This survival has happened because of Pidge...though paying for fixing it happens because I have Key as a thief opening all those treasure chests. Everyone's useful! Even Maru!
So yes, despite the number of times folks have already died (seriously, there has been a lot of death already), I have crawled through the first floor of the dungeon, gotten an idea of teleporters and secret rooms, and identified key aspects of just about all the monsters I have fought. I still have to find some keys to advance, but I'm at the point I'm comfortable enough on the first floor to be able to do that. Which means it may be time I go down and experience more death on the second floor.
Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY
After a minor diversion with some new games, I'm going to be hopping into Metal Gear Solid this afternoon. But one of those new games kinda counts as an old game, so I might as well mention it here.
I'm talking, of course, about the Star Fox 64 remake. This thing is a shot-for-shot remake of the original, with a new translation, expanded between-mission cutscenes, and a challenge mode that adds additional goals for the various missions. And when I say shot-for-shot, I mean that all the enemy placements and environments are identical, just prettier. The only thing missing is the lag from big explosions. It was fun revisiting the childhood, as I still remembered the various ways to build score to get all the medals and unlock expert mode.
I'm talking, of course, about the Star Fox 64 remake. This thing is a shot-for-shot remake of the original, with a new translation, expanded between-mission cutscenes, and a challenge mode that adds additional goals for the various missions. And when I say shot-for-shot, I mean that all the enemy placements and environments are identical, just prettier. The only thing missing is the lag from big explosions. It was fun revisiting the childhood, as I still remembered the various ways to build score to get all the medals and unlock expert mode.
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.

