ElCochran90's Profile
Send a PMJoined on: Aug 25, 2018
Bio:
About time I updated this bio.
Name: Edgar Cochran
Country: Mexico
Currently living in: Mexico City
-God's servant and one of his blessed sons (John 1:12; John 3:16).
-Lover of the entire animal and plant creation.
-Film lover and reviewer for Letterboxd.com (https://letterboxd.com/elcochran90).
-Adjunct professor and personal tutor of Statistical Inference, Business Forecasting, Marketing Research and Portfolio Theory.
Fangaming experience began in August 2018, so only modest achievements here. However, I'll describe some relevant FAQs here made to me during my stay here since 2018:
Q: Are videogames art?
A: Yes
Q: Are fangames videogames?
A: Yes
Q: Why are your reviews long and unconventional?
A: I am a film reviewer; in a way, I sort of unconsciously dragged my style of film reviewing to the world of fangames. I often involve personal experiences in my writing. Expect that structure; I'm not planning to change it.
Q: How are you rating games? Do you compare fangames as normal games that your ratings are lower than all other people ratings or are you just a critical person?
A: My ratings are not lower than people's ratings all of the time regarding fangames, but they are most of the time. However, this is not my intention. I am rating them as normal games, as in, I don't have a different spectrum for rating "normal", "official" games than fangames. They are in the same scale, because they are all videogames. I don't like to think myself as a critical person; ratings are just subjective numbers. However, I have realized that I rate games more harshly than I rate films/short films, which I do more often.
Q: What are your favorite fangames?
A: I have not played enough fangames to make a comprehensive and representative list, but this can be answered by going to my Favorites list. Anything getting 6.7 or higher will be considered immediately as a favorite.
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378 Games
378 Reviews
For: I wanna be the PYF
The barely redeeming quality (and I wouldn't call it as such) is the final stage which actually feels playable and fair, has no traps at the end of difficult saves and makes a neat reference to Capcom vs. SNK 2 (beware with this section though, as it does have a soul-freezing m9 moment).
Run away.
For: I Wanna Be The Red
For: I Wanna Make It Breaking Out
The thing that should be admired from this game is the variety; it seems like a collab, but the two makers actually accomplish a game that is consistent in surprising content, gimmick after gimmick in each stage, going modern, retro, classic, experimental, needle, spotlight, drug-induced, unfair, fun, frustrating, woeful and mesmerizing. It's mental diarrhea where really good bits can come out out of that sea of disgustingness.
The difficulty curve is absolutely ridiculous; it follows no logic. If you follow the mental pattern of choosing stages when being in the middle of a hub with 4/5 options, your second boss is most likely to be the most difficult in the entire game: a cherry with three position-based patterns combined with RNG slipper platforms. A successful attempt, depending on RNG, can take up to 10-12 minutes. Don't listen to Goran saying it's "easy" and "boring"; he's insane. Nogard, fatalbrain, just_another_Guy and others agree that this is the point where you can give up and it's only the beginning of a legendarily long game.
The premise of this game is entirely Touhou-based. The Kid travels through Touhou-mania on drugs (mostly because of the soundtrack, but you'll have many Touhou moments still) where the structure that follows is:
-4 stages, with probably the second one you choose containing the most difficult boss of the entire game, and the fourth one being a banger of an avoidance that will fix all of your traumatic memories of Clear the Easy Miku 1.
-4 new stages, one of them being a phenomenal Bomberman stage followed by a lousy boss, and another one being a haunted house that worked wonders for me, whereas an ugly-looking Gamemaker-looking lazy area has needle with traps in the cheapest design possible.
-First transition area, which is spammed with generic needle. I don't mind this one so much as, even with the sphincter and all, it was fun to play. The closing segment of this requires you to have really good timing and consistency, which is normally of no concern to me unless the stage is unreasonably long. Entertaining, to say the least.
-4 new stages, where you begin to collect pieces of a door that will lead to the second transition area. This hub contains an amusing stage where the screens you actually have to do are decided by RNG, but all of them have a common denominator: then all end with a trash jump. My decision was not that trivial: double corner as the first one is free and the second one is a matter of timing. I prefer that to a double diamond or an uncomfortable downwards ladder of spikes. This hub also contains a horribly done VVVVVV gimmick that works in horrible ways and controls are literally reversed to what is normally comfortable to play. This would be justifiable with a reasonable level design, but no, sometimes you have to time the act of pressing a direction, then the jump key, and then spamming the other direction immediately for not losing momentum. That combined with the gimmick being badly done translates to trash. There is also a castle section in this which fits no purpose to the game at all, but it was a take of fresh air.
-4 new stages that have nothing special in particular except for two: a fun vanilla needle section that has each spike killing you calling you names or making meme faces, and a section where you get helper characters to solve puzzles and clear obstacles out of the way. The latter is so dumb that I actually ended up loving it.
-A transition boss, the first one in the game, where the RNG can get really nasty. Patterns are incredibly easy by definition, but after some damage, each cherry color begins to spawn cherries across the screen that overlap it, so you'll find yourself a LOT having to beat the gray one last because that's the one you can damage the least per turn, getting roofed by its pattern and getting your feet killed by the upwards overlapping cherries you created. It's the second most annoying boss in the game after that ice cherry boss in the first hub.
[From this point, the game gets really good and entertaining---]
-Five stages which are individual challenges: a vanilla needle stage, an avoidance, a memory game, a puzzle/platforming stage, and a key maze. I loved all of them but the memory game would be more fair if the memory was cumulative instead of repeating new patterns every turn. You'll find yourself using pen and paper.
-The second transition boss, which is a very well done avoidance, fun to play, not unfair, with a long intro that bores you, and with a final act that is questionably long, but that I could third-try. I was walled only once unfairly and the second one was on me.
-The final boss: Nue Houjuu. This is one of the most spectacular, entertaining and fun bosses I've played in my fangame trajectory: very Touhou-loyal but acute to the 2D mechanics we're used to with The Kid, having main attacks, special attacks, very fun patterns, original attacks, a wonderful and pretty sprite for the enemy and sequences that can be studied after each try. What kills this section is the stupid Nekoron engine which killed me in the last attack twice since I can very easily single-frame when I am in water or in an infinite jump-section. This forced me to arrive to the last attacks having zero hits and, indeed, the Nekoron betrayed me once again making a full jump instead of a one-frame jump, took damage, but killed the boss (which is definitely hitless in my book because f*** Nekoron).
The game has absolutely no direction: it's just an exercise of throwing a bunch of ideas on paper, putting them in a game with no rhyme or reason and making an adventure game with epic moments and extremely frustrating ones. This one's complex, an oddity of all sorts.
I have no idea if I would recommend this, but I can count many instances where I had plenty of fun if one knows how to appreciate old-school stuff, my brother was wowed with the final boss (me too) and the avoidances worked greatly for me. I have great and bad memories. It's the most messy challenging product you can find (maybe, because the world of fangames is extremely vast).
It's the freaking Picasso of fangames.
For: I Wanna Be The Guy Remastered
CAN YOU DO THIS FOR I WANNA BE THE FANGAME AS WELL??
For the first time ever, I won't rate a game in this site in either of the two terms, because this is a Remaster. I won't even Favorite it even though it's right there. For reading my original thoughts contrasted with those of Xplayerlol's, head here: https://delicious-fruit.com/ratings/game_details.php?id=11858.
This is a debate I was having immediately after I finished streaming this. I come with a film mentality, and you'll have to excuse that I have seen more than 4,300 films. I'm just biased.
When I see a remaster of E.T. - The Extraterrestrial, Star Wars (1977) and the like, I don't rate a new film. I just head to the same IMDb page and rate my experience. There is no point in creating new ratings for Remasters. It is an accessory stunt to make the movie more accessible for modern viewers, but it's not really a new movie. It just looks better. What about extended versions, as in Lord of the Rings? If you see the Extended Version, did you watch an entirely new film? No, you just saw an expansion of an already existing universe. Remakes? That's a different story: You're not putting your hands over a finished work and adding make-up; you're building something new upon the foundations of something preestablished, with a new cast, length, shooting locations, script and direction (do not even talk to me about Psycho by Gus Van Sant or Funny Games U.S. by Haneke because I loathe them with all my being).
So no, this is NOT a remake; it doesn't fulfill the basic videogame requirements for being a remake, and the title itself should be self explanatory.
It's a remaster, featuring new things, but providing the exact same experience. It even gives you the option of having the original engine, having restarting music and even game-crashing at specific points. The latter is hilarious, because it speaks a lot about the makers knowing how to be loyal to an original experience. Certain volume levels are balanced and are not ear-rape anymore, the experience feels more free-flowing as it saves the game at spots where it wouldn't before (such as after beating certain bosses), and the full Guy Rock... err... Guilty Gear Isuka track is as legendary as it ever was no matter how overused. The experience will attract new players to Kayin's genius original vision and will lure more eyes, ears, hands and keyboards to the underrated and underseen world of fangames.
I tremendously appreciate this work and showing every sign of respect at every corner, asking for Kayin's approval (who added this to his main page explaining how he gave some guidance) and:
THE SECRETS HAVE FINALLY A MEANING!
To be frank, if the technical aspects such as the engine and the game-crashing were a significant problem for the community, giving the original game an absurdly lower score compared to this one, I am more than flabbergasted. It's astonishing and mindblowing how little details made a whole statistically different experience between the two versions. Actually, the original engine made more sense at certain instances (such as the secret right before Mecha-Birdo, the only gate present in this game, or jumping to the final area beneath Ryu just above the fan). But those are, again, minor details that get lost in a sea of awesome ideas.
The original old tribute to the older era of hardcore gaming are back, with classic tunes you'll recognize, other obscure ones you have to know and the epic Megaman-esque character with a cape and a gun seeking to become The Guy besting the three original elements of this game, franchise, community and thousands of derivatives:
1) FLOOR
2) SPIKE
3) MOON
If you get all secret items, please head to the new area and read the sign on the painting farthest to the right. That's exactly what I think about this event happening.
For: I wanna buy the Crayon
Game is 55 at worst in difficulty until the final avoidance arrives and hits you with everything (it's long and with questionably prolonged attacks).
For some reason I was reminded of I Wanna Be The Flower as a funner game, and at parts it is, but at other parts this wins (Flower was a fantastic avoidance). I'd think that if you put the two together and gather only the best, you'd stumble upon something interesting.
34 Favorite Games
369 Cleared Games