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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For: I wanna find my Destiny
Aside from that, the visual variety is exceptional with decent music choices, sky-high production value for its time and iconic and very fun bosses once you know precisely what to do. The challenge curve is pretty flat, meaning that, besides the turorial, you will face the same difficulty throughout. This leaves room for experimentation, implementing gimmicks, puzzle screens, needle and overall platforming of all sorts of the same difficulty. This is important because you are prepared properly for the game since the very beginning and, once you're hooked, it is impossible to let go and pospone your gameplay. It is sensational.
Consider a considerable spike of difficulty for the final boss, which has three phases, having a save after the first two. The challenge is considerably hard, but the sense of accomplishment after obtaining victory is irreplaceable. What seems like the definitive victory ends up with an additional avoidance challenge which is one of the most epic things you will ever play in a fangame, and the ending moments are nothing short of spectacular and jaw-dropping.
This is a textbook reason of why not only I consider videogames as art, but fangames as videogames (and if A = B and B = C, then...); a 7.7 (basically 8/10) is a very powerful rating for the likes of these grand proportions. Of course, everything is inspired, but the art of fangaming is creating your own world with existing resources and create something new. Stealing? I call it inspiration.
Phenomenal adventure game.
For: I wanna stop the Simulation
The journey has come to an end. The blind races are over(?) and the story comes full circle, as it all turned out to be a computer simulation, duh. That's the concept from which the final boss derives, but so does the whole adventure.
There is an interesting debate here and it is that, with every new FM Blind Race entry, the game "stops being less of a fangame and more a copy-paste of original games". I find this of relevance because it would seem that our preconception of a fangame is unconsciously attached to the usual The Kid stuck in his engine and a 21 X 11 pixels hitbox. Not only with each entry, but also with every new event, the Fangame Marathon has welcomed even other roms and hacks, such as Hyper Metroid. It also started to give publicity to new indie games, such as Binding of Isaac: Rebirth, Bit.Trip Runner, The End Is Nigh, Baba Is You, Celeste, Cuphead, Spelunky, among others, all of them with varying popularity. The immortal trilogy that became tradition in the fangame community is VVVVVV, Undertale and Super Meat Boy. However, there is not necessarily a positive correlation between a new indie game being represented in every FM Blind Race and a copy-paste engine. Isaac does copy-paste, but Celeste doesn't. Neither does Baba Is You. However, Contra does, whereas Super Castlevania II doesn't. There is no rule. The Doom segment of Warp The Worlds revolutionized the capabilities of a 3D quality fangame and blew everyone's minds. It is one of the best moments in fangaming history.
To what extent is the essence of fangames being lost? I say it isn't. That would be an exaggeration, and you see it with the stages that retain the original engine, such The End Is Nigh, Super Mario Bros., etc., and even with the nods, such as Guy Rock (er, Guilty Gear Isuka's Home Sweet Grave for the 9000th time) or a Miku cameo during the final boss of Warp The Worlds. It's been a long time since over 9000 (heh) variations of an original game became a universe of their own, featuring all types of genres, and I think new ones are being born. That's called evolution. I welcome it. Experimentation is for the bold ones.
So, is a fangame good because it retains the original engine and mechanics, or because it experiments? In my humble opinion, I say both as long as they are done well, but the latter is necessary for exploring possibilities and expanding horizons. I encourage makers to keep doing it despite the negative opinions.
What is holding this back as a personal favorite from my super-elitist and demanding list in my exaggerated rating system mocked even by The Wannabes during their streams, then? The little wrong decisions. Those that harm gameplay. Decisions such as not having a save before each boss in Isaac, having the freaking Up key as a jump key besides Shift in Super Castlevania IV (which wouldn't matter if you didn't use the Up key for aiming your damn whip!), making all of the first Runner2 screens trivial as you cannot die, and having a very disappointing and ugly final boss (even if the idea is cool and retro). The ones that hurt Find A Cure, such as the first phase of the final boss being harder than the second one, having Super Metroid too long and cryptic to decipher at points (still my favorite stage of Find A Cure though, because wow), and having repetitive and frustrating level design in Celeste and The End Is Nigh. Well, what can you expect from experimentation? Trial and error.
I repeat: I ENCOURAGE IT.
The whole Konami section was miraculous and it was awesome to see the concept of The Kid being reinvented at every section while reminiscing of our childhoods. Contra contains one of the best traps seen in fangame history if you use the Konami code, obviously replacing B and A with their respective input equivalents, and the final boss is long and fun, which is something rare to accomplish, since it contains react-able action and a fair challenge. It also had me laughing with its traps. Were there traps in Contra?? Well, maybe it had soldiers hiding in bushes, but not a P switch lol! Super Castlevania IV is something I particularly thank, because it was the dream of many finally come true. It does make some mistakes (Up key damn it!), but graphics and level design is great. The boss of the area is nothing amazing but, again, there is a nod to the original I Wanna Be The Guy.
Production design leaves nothing else to be desired, so expect the highest quality everywhere. Baba Is You was particularly well implemented to the engine we know, with smart puzzles and a chill atmosphere. Isaac replicates the game to astonishing levels thanks to Erik's usual commitment, and the secret orange boss was a brilliant troll (which also scared the Bejesus out of me); the nightmare for ending Stage 1 was hilarious). It shines at many instances.
What does 2020 store for us? I wish I knew, but if blind races are over, please just say to me that a new game will be released to commemorate the new decade.
This whole odyssey gave me two good games and two new favorites to my clear list. The final boss, when read between the lines (er, the names of the folders), has jokes commemorating what characterize us: MIKU, private fangames, roms, hacks, clear lists, bookmarks... Good stuff. I like the makers reminding us we belong to something worth being noted.
I do believe that fangames are art as well; that is why I rate them as normal games. I make no distinction. Otherwise, I would have rated I Wanna Be The Overlord with 12.4/10 I guess.
Thanks for listening.
For: I Wanna Find a Cure
It seems like an obligated tradition to open with a Super Mario Bros. world. It is ok, standard quality for a fangame, but not something you would expect from a marathon release. Its average quality is almost compensated with one of the best traps you will ever see in fangame history if you that particular trick in World 1-1 of Super Mario Bros. 3.
From there, it picks up with unexpected original game picks, adapting the character to new worlds and adventures. Among the first half, I must highlight the astonishing replica of Cuphead. Although the first phase of the final boss has one annoying attack, the rest is spectacular and pays proper tribute to the legendary final duel of the game. Adapting it to the microcosm of Crimson was the most logical step. Erik was the man chosen to do these wonders.
The section featuring Celeste, The End Is Nigh and Runner2 is the section dedicated to honor popular indie games, adapting the Kid to those worlds in one way or another. However, expect no bosses during this section, unless you consider chases as "bosses" (they're not). Maybe it's a nod to modern PC platforming. If that's the cause, it's no less than honorable. Still, it dragged down the pace and adventure feeling of the previous game decisions.
And ooohhh, Plasmanapkin is responsible for single-handedly creating one of the most infamous stages in fangame history: Super Metroid. Speaking the obvious without being able to deny objective truths, the world is massive, fantastically looking and the overall layout is built truly like the original game, 99% faithful to the SNES atmospheric titan (except for the final boss, which comes from the underappreciated Metroid: Fusion). I understand the complaints of people: it takes approximately 45%-50% of your total playtime. It requires at least three hours in tranquil exploration just like a game of the franchise would. Is that the experience fangamers would expect from a fast-paced FM delivery? Clearly not for the majority. I must confess I didn't care. On the contrary, it is my favorite world. However, who on Earth would consider a great idea to feature THIS game on a blind race? What's the purpose of making a race? Are you mad???? Use this in another fangame/collab.
Final boss is a great disappointment and the second phase is much easier than the first one. Also, second phase looks great, but if you'd like to see what's awesome and who originated that, play the Lunatic version of I Wanna Be The Best Guy 2 and see that spectacular final boss. The sequels wanted to approach it but the initial impact of Best Guy 2 will forever remain.
All in all, it's a collection of great ideas that sound better spoken aloud than when transformed into reality. Platforming is really not that interesting and becomes frustrating in some worlds, and I'm looking at you, Celeste. So Megaman X decides to use the dash button, which actually you can change in the settings. Cool. Why the hell would you change the rules? Do you know how many free deaths I had with that awful level design just because you decided that my settings are trash and therefore use the shoot button??? The shoot button for dashing.
I'm out.
For: I wanna warp the worlds
Not only a worthy sequel, but a worthy fangame as well. Just like Run the Marathon standards dictated, multidimensional travelling between original videogame worlds is still the recipe, culminating with an original final stage, not as extraordinary as the final Marathon stage, but still with an idea that works for the final boss. The idea of the final area is not only being an amalgamation of all previous stages, but also parodying the wiki flooding of generic garbage and turning the concept upside down. It is pretty intelligent.
In the boss department, half of the times the game is OK, and the other half it is great. The final boss in particular is creative; however, they can be unfair at counted instances.
I cannot believe the Doom stage. My previous PC would have exploded. It is one of the most astonishing moments you will experience in your fangame experience. I could play an entire fangame made just like that!
The other areas are not far behind. Terraria in particular captured the original game's vibe with precise fashion, and the Kirby Super Star world, despite lacking visual appeal, has a terrific level design.
The race hasn't finished yet! It continues in another wacky adventure.
For the record, I couldn't stop laughing with the first stage.
For: I wanna play Kiduija
-A RELOAD system for your gun every 8 rounds, making fights frustrating and dumb (I would find myself counting my rounds up to 8 so I could empty a full clip against a boss without interruption because I counted wrong)
-A "fear" mechanic that makes no sense. It is actually a health bar that slowly recovers with time after you take a hit, except for a couple of key scenes. Why would your fear rise when you get physically hit by a spike??
-Said actual HP bar makes all platforming senseless. You can just take shortcuts that damage you to save time. Are both ways of platforming intended?
-Cryptic parts. I only knew I had to shoot the orbs to teleport myself because of that infamous discovery in Be the Overlord, but pressing up against golden hooks was a major guess I had to consult.
-Not a metroidvania design. I don't know why people are calling this a metroidvania, because the game is as linear as you can get. It's only a maze that will constantly bump you against dead ends because you haven't acquired a single item. There is only one route. Also, taking the correct route is taking a guess, which is frustrating, so good luck going back and forth. A metroidvania has free exploration from the most part. This game isn't.
What are we left with? A great production value, beautiful visuals and amazing bosses yet again, toned down for the beginner players but fun enough to take the challenge. However, I am facing a game that in some weird way trivializes everything it sells in its webpage publicity, especially the platfoming. "I'll just run through this enemy because I am bored."
The final boss was a great idea. A joke caught me off guard.
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369 Cleared Games