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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381 Ratings!
381 Reviews!
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381 Games
381 Reviews
For: I wanna be the SSR2
Rukito's games are an acquired taste and that is a lesson the last two years have tought me. They are unique and that is something, a special signature, that Rukito will never lose. Love them or hate them, but the stamp is there.
In spite of being very basic on paper, the concept can be transformed into interesting visual designs, challenges, save balancing and level designs. With me not being a fan of the overall style, I am surprised at what this game did.
For starters, this is a standout in the overall body of work: six stages with three screens each (plus a final one which has a mind-numbingly unfair trigger that results in an unnecessary grinding of the last screen of the game), there is only one final boss, restarting music is gone, and the traps are scarce, the latter being a huge deal. There are still soul-crushing traps at the end of insane saves, but you can count them with the fingers of a single hand. Overall, it feels more like straight needle in the artist's trademark style, and this amounts in a rather enjoyable experience, one where you explore more the ideas of the level design in a more relaxed way, focusing more on the required challenge of the platforming. The latter benefits from not sticking to a 32px mentality, but exploring the 16px world in very interesting ways and you can tell the instances in which Rukito could have been overtly cruel, but doesn't and gives more air for certain jumps. Thumb up there.
His bosses have always had an infamous reputation, and the final boss is bad in the good kinda way and stands out from his previous ones: it's not luck-based like RZ, it's much fairer than the first SSR, it's not appalling and ugly like PYF, it's not nearly humanly impossible or one of the worst bosses of all times like GR, and overall, it's a funny, dumb concept: a homage to the most classic and emblematic 100F classic franchise with fair RNG(!).
The difficulty balance is a catastrophe from the third stage onwards, and I do have my grudges against the following: the very last jump of Stage 2, transition from Stage 3 to Stage 4, third save of Stage 4 (mostly due to the required fall and the trap at the end which is unholy), third save from Stage 5 (cancerous idea), third save of Stage 6 because screw the jump at the right which you have to do twice in a row (the second being upside down!) and you still dare to add a trap in the backtrack (really?!), and the grinding of the last save. For the record, this is the first time I do a horizontal drop gate buffed in the way the first save of Stage 6 does... that's creative and satisfying to pull off.
So, it's a mix between good and bad, but compared to the rest of his games, this is a Rembrandt painting. The soundtrack choices, save for the last stage which is annoying and loud without the need to be like that, are terrific. I still see RZ as his most emblematic for some reason, and his best music choice personally, besides the one mentioned in the spoilers here, was Mushihimesama Futari in RZ. I'm mentally in one of those instances in which you say: "if there was a game that had the platforming of V, the bosses of W, the soundtrack of X and the visual designs from Y, all from the same creator, then this game Z would be awesome".
Also, definitely easier and much shorter than 256, which makes it less exhausting as well.
Recommended. Best Rukito as of now.
MMM time maybe????
For: I wanna be the orbit trap 3
However, there are some minor upgrades. First, the punishment room abuse is gone; there's only two and one is a funny avoidance. The other is the typical maze design with dancing sprites, but you can skip it with "S" as someone is finally aware that doing them many times does not add to the fun. The roast of the Nekoron engine saves is my second favorite part of the game, as it has happened to many of us before: softlock. Finally, it doesn't overuse recycle traps: there are new sprites and memes here and there. Platforming is the same, but pretty much every save has a trap towards the ending. I also hate the p*rn screaming man, gets on my nerves. Still quite short and repetitive of the trilogy, but it works for the intended purposes.
Also, it gave me a couple of laughs, and I will always thank that.
For: I wanna be the orbit trap 2
There is a boss at the end, which is free. It doesn't add much, but it's there.
For: I wanna be the Orbit Trap
The song used is quite bad and although it has no default tilesets, it gets boring after a while, so there is no variety. Some traps require quite a precise timing and the amount of traps per save is way excessive, too much for its own sake.
Still, it is more enjoyable than, say, Make Better Life Choices.
It'll provide a laugh or two.
For: I Wanna Go The Twourney
Bosses are nothing spectacular, but have a fair difficulty, so this is a game where most of your time, unlike Korean adventures fangames, will be spent on the actual platforming. There's humor scattered throughout and some traps, when they are not the same generic stuff of the last 15 years, are quite funny. The game overall is quite atmospheric and, beyond the obvious Destination reference, brought Find My Destiny and Reach the Moon many times to mind, which are cherry-shable memories (cringe joke, I did it!).
There are some questionable level design / trigger choices, such as the length of the saves of the color switching blocks, or a specific dumb save that consists of doing the same trigger three times in a row like an idiot (it's not a free jump and you gotta do it three times), which makes you wonder for a long time if you're doing it properly.
Still, good intro for the twourney; this is a no-brainer. Just play it.
34 Favorite Games
371 Cleared Games
Delicious Fruit