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#1
avatar_EOJ
Other Games / Re: The "what NON-Cave game(s)...
Last post by EOJ - March 05, 2026, 02:27:06 PM
This week I played through Under the Island, a new Zelda-like released on consoles on 16 February 2026. I played it on the XSX, and it took me about 10 hours, but I was quite thorough, aiming for 100%. Overall I loved the game. It has great pixel-art graphics, nice music, and really fun exploration and dungeons. It is also full of secret places, items, etc, which are fun to discover. On the downside, some of the puzzles are a bit too obtuse, some of the boss fights are a bit janky, and the story could use more depth. I give it an 8.5/10.

After I beat the game, I tried to load my save to get the last two cassettes (for the boombox in your bedroom), which you can only get after you beat the game, but my save was gone! In its place was a save from several hours earlier, before I did the last dungeon. I have no idea how this could happen, it is completely bizarre. I've read there is a save bug in this game that will be patched out soon, so I guess that's the cause. If they don't patch it out, then my score for this game will go down a point. This is the only bug I encountered on my playthrough, but it is a major one. Apparently the Switch version has other bugs that need patching out.
#2
avatar_SuperPang
Other Games / Re: The "what NON-Cave game(s)...
Last post by SuperPang - February 24, 2026, 08:37:50 AM
I completely agree. Loved Astro Bot. It's as close as any developer has got to Mario's level in decades, even if it is a bit of a rip-off.
#3
avatar_EOJ
Other Games / Re: The "what NON-Cave game(s)...
Last post by EOJ - February 24, 2026, 02:45:16 AM
I finished Astro Bot (PS5) today, which was quite a fun game. Took me about 8-10 hours. I give it a 9/10. I was really impressed by the creativity and innovation on display here. The level design is really superb, and the graphics and music are top-notch. I think the difficulty curve could have been tuned a bit better, and there are too many controller gimmicks in the game. I also dislike playing with so much controller rumble all the time (and you can't turn it off!). Playing this also gave me the impression that the game lacks a true identity of its own. Too much is explicitly taken from other Sony games, and then there is still the whole thing with the PS5 console itself being a big part of the game (it made sense with Astro's Playroom, but here it feels played out a bit). It's a better 3D platformer than Donkey Kong Bananza, but not quite to the level of Super Mario 3D World or Super Mario Odyssey.
#4
avatar_EOJ
High Scores - Competition Style / Re: World Record Scores - Home...
Last post by EOJ - February 21, 2026, 05:59:17 PM
Another improvement in Zetsu Akai Katana (Xbox One version) by idea9690:

2,168,264,636 - ALL - Type A - Xbox One

#5
avatar_DarthBoMan
CAVE Games / Re: CAVE official shop opens i...
Last post by DarthBoMan - February 20, 2026, 08:31:50 AM
Thanks for sharing.

I'm planning on visiting the shop in may. I hope it's not a temporary pop up shop.
#6
avatar_EOJ
Other Games / Re: The "what NON-Cave game(s)...
Last post by EOJ - February 19, 2026, 05:00:26 AM
I finished Dragon Quest VII Reimagined (on XSX) today. It took me about 48 hours, but I was pretty thorough. I think you could beat it in around 30 hours if you skip the optional sub-stories (the grey tablet islands) and speed through most other parts. Overall it's a good game, but not great. I have several criticisms:

-First, the graphics are kind of soulless and generic. Although the battle graphics look really nice, everything else looks bland. There doesn't seem to be v-sync either, which is apparent in many cases.
-Your characters don't change their appearance when you change vocations.
-The music could have used more tracks and variety.
-The treasure chests should have been color-coded for different keys, like in previous DQ games. Here, they're all the same (red), which doesn't make much sense and is kind of annoying.
-You can no longer look for treasure in the sacks hanging on the walls inside homes, which is another silly and negative change.
-Quest markers cannot be turned off. Should have implemented a simple toggle in the options.
-Game balance is not very good. When playing on normal (medium) difficulty, there is not much challenge anywhere. Bumping it up to hard just makes the battles last longer, but still not much real challenge or strategy involved. DQVII 3DS was far superior in this regard.
-No more perma-death (requiring a priest to bring you back to life), now you just start with 1HP after the fight, which removes one of the critical design aspects of DQ games. There are also save points all over the place (including before every boss fight) that replenish your HP/MP and you can use them as much as you like. Once again, the absence of these was one of the things that gave DQ games some challenge and required some planning and strategy. There really should be an option to toggle these features off for purists.
-I think the item system is a big downgrade. The shared item pool with 99 of each item allowed is excessive, and removes any item strategization found in the previous games. In addition, with the frequent save points that replenish all your HP and MP, I almost never used a health or MP item in or out of battle in the entire game.
-The English localization is awful with many different faux "dialects" used, such as Italian, Russian, and French. These are all in English, but with random words tossed in from those languages and the spelling of English words altered to indicate a non-native speaker is talking. However, the end result is ridiculous stereotyping that is unpleasant to read. The original Japanese script has none of this. This is a long-standing problem in DQ games going back to DQVIII, and it's the main reason why I normally play them in Japanese.

On the plus side, the story is quite good, the pacing is good (IMO an improvement on previous versions of DQVII), and the vocations are fun to use. I also think the "moonlighting" system is a positive new feature.

Overall I give the game a 7.5/10 (8/10 if you play it with Japanese text). Pretty good, but could have been a lot better.
#7
L
PCB / Re: DDP DFK 1.5 Strong style w...
Last post by Link_Z - February 05, 2026, 03:38:32 PM
Alright, thank you EOJ.
#8
avatar_EOJ
PCB / Re: DDP DFK 1.5 Strong style w...
Last post by EOJ - February 05, 2026, 03:05:10 PM
Shmups wiki is erroneous here. You cannot unlock it with a 1CC. Only the code works.
#9
L
PCB / DDP DFK 1.5 Strong style won't...
Last post by Link_Z - February 05, 2026, 09:12:10 AM
Hi, I was just messing around with my new DFK 1.5 PCB and noticed Strong style isn't unlocked by default.
I've just followed what I found here: shmups wiki

But after a 1-ALL run with bomb style, strong style is still locked. I cannot easily enter the code now so I'd rather use the 1cc way.
Is the wiki wrong?
Thanks in advance.

#10
avatar_EOJ
CAVE Games / Re: Any Mushihimesama Futari R...
Last post by EOJ - February 02, 2026, 06:16:54 PM
I've never seen any footage. It was playable at one or two CAVE Festivals in late 2006 and/or 2007. Apparently the scoring was somewhat like Ketsui, with faster and more frequent switching between shot and laser. I think the boot-up screen said "Score Trial Version", or something like that. May have been a prototype for Futari BL Original Mode.

CAVE held a scoring competition at the festival where the top three scorers went home with the PCB. ABI got one (he holds the world records in 1.5 Original mode). I don't remember who the other two were, but I remember the third place score was much lower than the other two, so that guy/gal was quite lucky to win it. As far as I know these PCBs have never been put up for sale, anywhere.