Summer Games Challenge 2026 - PRESS I FOR INVENTORY

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RobertAugustdeMeijer
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

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RobertAugustdeMeijer wrote: Wed Jun 10, 2026 10:55 am 1 Skies of Arcadia (Dreamcast)
2 God of War 2018 (PlayStation 4)
3 Beyond Good & Evil (PS2/Xbox/NGC)
4 Madden NFL 2005 (PS2/Xbox)
5 Viewtiful Joe (GameCube)
6 Rome: Total War (Windows XP)
7 Prince of Persia: Sands of Time (PS2/Xbox/NGC)
8 Jet Grind Radio (Dreamcast)
9 NBA 2K11 (X360/PS3)
10 Ninja Gaiden 2 (Xbox 360)

Wish me luck!
Things have been going differently lol!
Beaten so far:
1. Skies of Arcadia
2. NBA 2K11
3. Resident Evil

Planned:
4. Pocky & Rocky
5. Daytona USA
6. Prince of Persia: Sands of Time
7. Shenmue
8. Madden NFL 2005
9. Viewtiful Joe
10. Metal Gear Solid 4
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Ack
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

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Yesterday, it rained in Atlanta. Really dark clouds in the sky, lots of thunder, wind, you get the idea. I felt it was a perfect time to try out Dementium: The Ward. It's a horror game for the Nintendo DS that originally started life as a Silent Hill pitch, which Konami rejected. The devs at Renegade Kid pressed on, however, releasing an original work on a handheld for a company not known for featuring a lot of horror content. Later, they remastered it for the 3DS, with their spiritual successor company, Atooi, later putting it out on Switch, PS4, PS5, and PC. I'm playing the PC release on Steam. Konami, of course, went their own handheld route with Silent Hill 0rigins releasing on PSP a month after Dementium.

Dementium plays like a first person shooter, albeit one with a little more flexibility with your aiming, as you were meant to be doing this with the stylus I suspect. Enemies are a weird mix of bizarre zombies, slugs, flying heads, bug swarms, and half corpses that crawl on the floor or ceiling. Bosses have been about as weird. None of it really makes sense, but then you're a mental patient trying to escape an insane asylum, so...eh? The Japanese Association of Psychiatric Hospitals even protested the game on its release. As for the facility, it's two buildings made of up 7 floors, with each wing serving as a chapter, along with the roof and central courtyard. The game is apparently pretty short, and I'm now at the start of chapter 9 of 16.

Mostly, you're walking through blood-stained hallways, trying to find keys and solve puzzles. You have a flashlight, but you have to put it away to engage in combat, heavily restricting your range of vision so you can only see what's up close or during flashes of lightning. Just like in Doom 3, Dementium would benefit from duct tape, though you can't fight with the flashlight like you could in Doom 3. Weapons so far have been a nightstick, an array of guns, and an electric buzz-saw that utterly destroys zombies but can't hit anything else. Most enemies crawl, and you can't crouch, so you have to shoot at your feet if you choose to shoot at all. Honestly, many of the smaller enemies also respawn and can simply be avoided, so it's usually better to simply run through areas anyway, and backtracking has generally been limited.

Every so often you end up getting a cutscene, either showing what is happening to another character nearby or introducing a boss. Story is also conveyed through notes as well as some internal monologuing at strange discoveries, like your character wondering why a mental asylum keeps assault rifles. That is a very practical question.

I've found Dementium to be ok so far. It's not blowing my mind, but its competent, and for a handheld horror game, I'm comfortable with that. I'll see if the second half stays consistent.


Wizardry: Proving Grounds of the Mad Overlord

And now for the bad news...

Wizardry finally decided I'd had things too easy and pitted me against a group of enemies that wiped out the main party. My hubris was mighty, pushing even down as far as floor 5 at times with a team at around level 8, hoping for better treasure drops and greater experience rewards. The game felt I should be punished.

If you die in Wizardry, the game doesn't end, but your characters and their gear are now trapped down where they were beaten, and some of them are possibly eaten or lost. To get them back, you have to form a rescue party. I debated hiring adventurers that were closer to my defeated team in levels, but...nah! It's way more fun to make the rest of you suffer! Introducing:

Prfsnl: Dwarf Fighter
Michi: Dwarf Cleric
Syn: Gnome Fighter
AJ: Gnome Cleric
Robert: Elf Mage
Isiola: Halfling Thief

That's right, I have a rescue squad, and it's...very similar to my original party makeup, yes. The major difference here is that I kept AJ as a Cleric instead of going with the Bishop the way I had with Note. Why? Because despite Bishops eventually getting Cleric spells, they're much slower to do so, and I could use some of that sweet, sweet anti-status magic. Also, Clerics do get better gear options and health than Bishops, so having AJ in this role means a better option of frontline fighter if one of my primary tanks gets dropped in a fight. Yes, my versatility has decreased, but this is a rescue operation, not an intentional new party. Once I have made the rescue, THEN I decide on party strategy depending on who I find alive down there. I'm gonna be gutted if Ack is permanently gone.

Of course, there is also the question of time. It's going to be a little while, because creating new adventurers means they all start at level 1. Which means I'm having to grind them up. I've now gotten them to level 5, but the original party died on floor 4, and these folks haven't even gone to floor 2 yet. I need more spells. I also need to decide if I'm going to buy some gear upgrades before I go, because not only are levels down, AC is also not as good; the group that wiped out the first party would currently have an even easier time wiping out the second.

But that's ok, Prfsnl is a tough taskmaster, and he's pressing the party on like a good Dwarf should. And anyone questioning why I'd make a Gnome into a Fighter should be aware that Wizardry cribbed heavily from Dungeons & Dragons, and in D&D, the small races have always made for some utterly hilarious tanks. You may not understand this until you meet a Gnomish Monk who studies the Way of the Waist Down Fist.
5/10 DONE

1. Marathon 2 - BEATEN
2. Dementium: The Ward - IN PROGRESS
3. Call of Duty: World at War - BEATEN
4. Corpse Party
5. Tex Murphy: Mean Streets
6. Commandos: Behind Enemy Lines - IN PROCESS
7. Sniper Elite - BEATEN
8. PowerSlave - BEATEN
9. Wizardry: Proving Grounds of the Mad Overlord - IN PROCESS
10. Duke Nukem Forever - BEATEN
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MrPopo
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

Post by MrPopo »

So you didn't decide to go with the "some of the rescue party may die, but that's a risk I'm willing to take" strategy of just beelining to the old party with a bunch of newbies.
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Ack
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

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No, because I didn't want to have to try and rescue them too!
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prfsnl_gmr
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

Post by prfsnl_gmr »

Dwarf Fighter! LET’S GOOOOOOOOOO!
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MrPopo
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

Post by MrPopo »

Wrapped up my team with Snake Eater, which means I've now played through all seven games on the Metal Gear collection. I liked the back half much more than the front half, with the level design and boss fights being much better than the opening stuff. I'm definitely going to get the Vol 2 collection coming out later this year to wrap up things with MGS4 and to do Ghost Babel and Peace Walker. Not sure I'll snag MGS5; I've read some overviews and I'm not sure I'm interested in the gameplay changes for that entry. But maybe Peace Walker will get me invested enough in the Big Boss story to want to see those final ones through.
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Ack
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

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Wizardry: Proving Grounds of the Mad Overlord

When I last left off, the rescue party was building itself up to an acceptable level to survive the plunge to Floor 4. Why did I need to do this? Two reasons: the first party had gone past an alarm that always causes a fight, and the second is that they actually died during a pre-set specific encounter I had been completely unprepared for. So, I needed a team that was capable of getting through the first fight against random foes without spending too much energy so I could then take down the nastiness of the forced battle. And "nastiness" doesn't fully describe. The group of foes had two swordsmen, a high ninja, a pair of high priests, and a couple of level 7 mages. The swordsmen are tanky but not huge problems. The High Ninja, however, hits really hard and has an insta-kill. The High Priests also have an insta-kill spell, and the level 7 Mages have damaging area spells that can nearly wipe the party on their own. I'd have to kill them all just to get my team back, and that meant a lot of grinding.

Unfortunately, that also meant dealing with the dangers of the 4th floor. Once I got the rescue team up to level 6, I sent them down the elevator to floor 4 and began using the alarm as a grinding spot. Because it always triggers a fight on the next space you move to, I would enter the alarm, then turn around and go back the way I came, giving me a straight shot to the elevator to escape if things went south. And they did go south. As I worked to build up my party, foes kept aiming for the clerics or hit me with status effects repeatedly that I lacked the ability to tackle en masse. Michi died, followed by AJ, and with no casters with the ability to handle it, Syn dropped to poison. The ensuing costs of resurrection also drained my finances before I could fully heal everyone, so the party had to be rebuilt piecemeal as I kept grinding. I'd get someone up, only to have someone else be put down, but thankfully the money grind became an easier focus than the experience, so the survivors began making considerable headway. While I consider a front line of tanks a key strategy, Robert the Mage really needed to be bolstered because offensive magic was what I needed to tackle the big battle I had coming up. And despite everyone getting dropped around him, Robert stayed up, gaining experience while the rest of the team suffered.

I brought AJ back first, to give healing while I built up money for Syn. I then brought Syn back to have a tanky front line, only to have AJ go down again. But AJ had gained a level in the meantime, so Michi now cost less to resurrect; she was returned to the group for clerical tanking and to get the required status healing spells while I built up cash. I had a team of five and one corpse I was dragging along, but the money grind wasn't too bad, and as I realized I was getting fairly high in levels relative to what I was fighting, I opted to stay a little longer than I needed. Isiola went up in levels as my thief, Prfsnl got great HP rolls, and Robert became a walking nuke. Michi successfully gained the spells necessary to keep poison and paralysis at bay, and I went back to resurrect AJ.

Poor AJ. It wasn't the healers' day. It wasn't AJ's either. They failed in his resurrection, failed utterly, and he was reduced to ash and nothing. Obliteration, complete and final.

Farewell, alienjesus. You shall not have died in vain.

I did not want to hire another adventurer from scratch, so instead, I chose to employ a cheap mercenary fighter, renamed and brought in to change my frontline to three Fighters. Welcome to the game, Reprise. Prfsnl, Syn, and Reprise now made up the front line, while Michi healed, Robert nuked, and Isiola handled treasures and traps. And Robert also reached level 9 at about this point. Level 9 for Mages provides access to a spell that kills everything below level 8, so I now believed I had the offensive firepower to tackle the big group.

I delved back down to Floor 4, pushed through the alarm and fought a small and simple battle against a single Ratman (so much for worrying about the preset battle), and charged headlong into the fray. Robert's first move: cast MAKANITO. Both Swordsmen and the level 7 Mages died immediately. All tanks focused fire on the High Ninja, chunking his HP and grinding him down before he managed to get off an attack. Michi used magic to boost everyone's AC by 4, further making them harder to kill. Down to just the High Priests, Robert cast group damage spells while the tanks ripped into them. The end result: multiple unidentified items. I found the remains of the dead party too and pressed forward to open the path I needed as well as open up space in my current party to pull out bodies. This process also netted me the Blue Ribbon, which is required to gain access to the second elevator, enabling fast travel down the floors 5-9.

I decided Reprise would be a good candidate to leave as a safety stopgap next to the elevator and then launched my first retrieval, the most important person of the previous party: Note, the Bishop. Because Bishops can identify for free, Note's simple existence is a quality of life improvement, so he was the first focus. My second choice, retrieve Ack, the leader. What can I say, I'm biased. However, battles were causing wear and tear on the party, so I had to break off the rescue and return to town to rest. Note was the first resurrection, being put to good use to identify the unknown items I had found in the major battle, including a cursed ring, sell value 250,000 gold. My money problems were now officially solved.

Repeated trips down to the dungeons to pull out the bodies resulted in further catastrophe, because the pre-set battle respawns every time. The two swordsmen aren't present after the first successful win, but everything else is, and the High Ninja decided to take it out on Syn. I also encountered the first level draining enemies, so while Ack was level 8 going in to get his dead comrades, he came out level 7. Thankfully, level drain can be treated, but it effectively stops your leveling process in the meantime. I hate level drain.

The party was pulled out successfully and further resurrected successfully...with one unfortunate loss. Popo was not recoverable.

Farewell, MrPopo. May we slay monsters together again in another life.

But with a large net sum of gold and a mostly restored team of troops, it was now time to gear up. The rescue party had mostly outleveled the original team, and I had considerations to make regarding classes. No longer am I taking two Clerics or a Bishop into the dungeon. Instead, its 3 Fighters on the front row, then a Cleric, Mage, and Thief on the back. Note, however, remains a vital member of the team, spending his days in luxury in the tavern and being recruited to identify all magic items the team recovers whenever I return to town. His contribution is filling my coffers. I also now have a capable team of backups to form a new rescue party if I need to do so again:

Dungeon Party
First Row: Ack, Prfsnl, Syn (all Fighters)
Back Row: Michi (Cleric), Robert (Mage), Isiola (Thief)

In reserve: Reprise (Fighter), Note (Bishop), Marurun (Mage), Key (Thief), Pidge (Cleric)

With the Blue Ribbon secured, I opted to grind a little more using the alarm on Floor 4 and then push down to Floor 5. Ack has worked his way up over his past level loss, while Isiola continues to amaze with how quickly Thieves can level. I explored Floor 5 extensively, but experience gain slowed, so I am now exploring Floor 6, keeping close to the elevator at the moment and seeing what foes this area has to offer. Magic gear is becoming more common in treasure drops, so I'm hoping I will soon start using the dungeon to upgrade my gear. One nice feature: if I sell a magic item to the store in town, it becomes permanently purchasable, so even if I don't need it now, it's possible to gear up the reservists quickly in a pinch at the expense of some cash.

The party currently sits around levels 10-11. The reservists are all around level 8. We'll see how things progress.

5/10 DONE

1. Marathon 2 - BEATEN
2. Dementium: The Ward - IN PROGRESS
3. Call of Duty: World at War - BEATEN
4. Corpse Party
5. Tex Murphy: Mean Streets
6. Commandos: Behind Enemy Lines - IN PROCESS
7. Sniper Elite - BEATEN
8. PowerSlave - BEATEN
9. Wizardry: Proving Grounds of the Mad Overlord - IN PROCESS
10. Duke Nukem Forever - BEATEN
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RobertAugustdeMeijer
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

Post by RobertAugustdeMeijer »

Great to read your accounts on Wizardry, what a wild game!!

As for Metal Gear Solid 5, it's so much better than the previous entries. Okay, the first hour is tedious, but once you get to explore the desert, damn, there are so many systems to master. And I love how it punishes being seeing.
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alienjesus
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

Post by alienjesus »

Ack wrote: Wed Jul 08, 2026 12:00 pm Wizardry: Proving Grounds of the Mad Overlord

Poor AJ. It wasn't the healers' day. It wasn't AJ's either. They failed in his resurrection, failed utterly, and he was reduced to ash and nothing. Obliteration, complete and final.

Farewell, alienjesus. You shall not have died in vain.
Ah fuck, I carked it already.

1. Mega Man Legends (PS1)
2. Star Control 2 (3DO)
3. Sonic CD (MCD)

4. Radiant Silvergun (SAT)
5. Grandia II (DC)

Another update from me. A few days ago I played through Sonic CD. It only took one attempt to beat the game - in fact, I didn't die for most of the game. The only bit that really gave me trouble was the Metal Sonic race boss, where I did a solid 7 or 8 times. But I had plenty of lives and continues by that point, so I was still stockpiled by the time I finally figured it out and made my way through. I only died one other time, to a bottomless pit in the final stage. I was quite surprised - I'm not sure there had been any bottomless pits I'd noticed up to that point at all.

At first, I wasnt really into Sonic CD. The level design is pretty weird, a bit of a mess of springs and platforms. The time travel mechanic where you move between past, present, and future versions of the stages feels clunky and overly complicated for the game's scope, and it makes the game look messier as items from the other time period are visible in the walls and floors of the one you're in. I was so confused why there were constantly unobtainable rings until I figured it out. I did start to come around though, ironically on the third level which was the water stage. Sonic water stages suck, and this wasn't exactly a highlight, but the level design here started having a least a bit more direction, and I enjoyed most of the rest of the game.

I didn't get the best ending, because I struggled to go through the past timewarp in every stage, and being my first time playing I often lost rings before the end goalpost so I had limited attempts at the bonus. My copy of the game has no manual also, so I lost in the bonus stage a few times before I realised touching the water drains your timer like crazy. I finished with 3 of the 7 time stones ad came close to 2 others, but just didnt quite make it.

I'm really glad to finally play this one. I remember seeing it as a kid and thinking it was amazing just by being a Sonic game on Mega Drive I couldnt own. It's probably my vote for the weakest of the 5 games on the system, including 1,2,3, & Knuckles and CD, but it's still a solid time.


Next up on my list is Radiant Silvergun. I expect this one will take a lot of practice. Thankfully, the more you play the Saturn version, the more continues you unlock, so it'll get easier to progress both through skill and attrition as I play more. I'll let you know how many credits it takes to finally see the ending when I get there. I loved Ikaruga, so I have high hopes for this one.
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Note
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Re: Summer Games Challenge 2026 - PRESS I FOR INVENTORY

Post by Note »

Just a quick update on my Summer Games Challenge. I'm making some progress in Donkey Kong Country 3, I'm up to World 3 - Cotton-Top Cove. Think I just have one more level in that world and most likely a boss fight. Hoping to make more progress tomorrow night and into the weekend.

Enjoying it so far! It's a bit tough but definitely scratching that platformer itch.
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