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.
I've submitted:
382 Ratings!
382 Reviews!
792 Screenshots!
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382 Games
382 Reviews
For: I Wanna Defeat The 100 Bubes.
First and foremost, I am immensely grateful for being chosen a tester of my first fangame after being in the community for 7 years and no less; I was actively participating in the tests, with two being significant. The first one was platforming testing, visibility issues, collision tests, boxes mechanics, etc. The second one was me playing v1.0 live, resulting in some modifications based on my live Twitch comments for some final tuning on the platforming and the implementation of warps for the secrets, or a more distinctive color design for water 2 and water 3. A tester has no say in the final output, but the maker, and I say this because most of the testers involved, including myself, made comments on the platforming, but the visual aspect was implemented later and Fenix decided to leave it.
Having said this, with the deepest sense of gratitude in my heart for considering me as a tester, something I actually dreamed of once (like people dream of clearing Secret 5 in K3), let's go onto the review.
The game was made for and dedicated to Spanish streamer Bubexel, consistent streamer and content creator in both Twitch and YouTube, and also make of the fangame "Hipathya in I Wanna World". The game features several needle stages in linear succession with an overall sense of what a difficulty curve is, but with notoriously harder saves inbetween compared to the rest of the stage itself. You can also collect secrets in every stage to unlock Extra.
When Fenix gets inspired and influenced by Crimson Needle 3, it shows, and it shows throughout! This is a positive comment. However, it's not the only one, as hints to other classics like I Wanna Kill The Guy will be evident from time to time. Speaking of which, the "sunken city" vibes in the latter is a great idea and was one of the most interesting stages throughout the entire game. At instances, the game can seem repetitive in visual design as it only has variations in the color of the tilesets, but this doesn't apply 100% of the times.
We can all agree that the Nebraska fields opening of Crimson Needle 3 is one of the most memorable openings in fangame history. You'll see several nods to atmosphere creation and environment immersion, and to be frank, it works for being an adventure-esque game. It's not strictly adventure unless you consider CN3 an adventure game, as the conventionalities of it are more accurately categorized as a needle fangame. However, I love the transitions between one stage and the next. It's a nice relaxing moment between every stage that makes you reflect on what you have accomplished while wondering what lies next.
The use of gimmicks is effective and creative, especially the teleport jump gimmick, which was some genuinely great uses.
Now, onto the negative aspects, there are at least three which greatly harmed my gameplay and even the desire for replay value.
1)The most infamous one is the visuals. It's cool if you have filters in your game, but holy moly, adding 100 filters across the entire game to the degree of making it a visual challenge and making the player wonder if customizing the brightness and contrast settings is a viable option for continuing, there is a massive problem. It's kinda funny that the screenshot uploaded to Del Fruit is difficult to look at, and that is the literal representation of the ENTIRE freaking game. The visual challenge tag is not "just because" at all. If it's not one modifying one's own settings, it's one gluing their eyes to the screen to see if they can see better. Just no. Please no. This is my most massive negative remark in the game. I'm pretty much substracting at least 10-12 points for that, because I swear, it's present from beginning to end. You'll only see light when you do any% and not in the way you're thinking.
2) The game has an autosave feature between each stage, but it is not clear when it implements it. For someone that wants to freely explore the map with confidence for secrets, there is an uncertainty whether if the player should continue trying or not. I found myself in this scenario around 4 times. This problem is made greater when the aforementioned atmospheric transitions between one stage and the next has no saves, and the autosave feature is unclear (and never mentioned anywhere). If a secret is thought to be in a transition, no player will want to do the final (and therefore hardest) save of the game again and again, trying every possible exit, only to face a "Game Over" and an "oh, it's not there".
3) In most fangames, there is a certainty of where the save ends: it's either at the next screen, or in the same screen featuring several saves. Of course exceptions exist since fangames exist, and for the sake of fairness, I Wanna Be the Flower has an infamous stage where the central idea has precisely this. Here, however, it's an act of faith. You'll feel that fake safety of going to the next screen to save just to realize it is fake more times than you can count. A save is placed in average around every 1.5-1.8 screens. It sometimes is around 6 because of going through a transition. The greatest example is over 10 screens. This brings me to the previous con: no one will try all possible exits for searching a single secret. This defeats the purpose of having an extra: If you have an extra stage, you should accomodate all circumstances for the player to try to unlock it. Otherwise, it's work in vain.
All in all, it's a game that knows exactly how to make solid level design, where, and how. The scroller sections at the end of some stages are just downright great and very fun to master. Much of this, however, is a waste when everything is so invisible and exaggeratedly foggy and dark that you cannot even see your own sprite (and the sprite is also an original one, so c'mon!).
For: I wanna read the readme
I remember when the community used to be closer and more respectful.
I remember when offenses came from genuine insults rather than actively seeking for them.
I remember when the overall idea of one living however one pleased, without fear of stating how one thinks and expressing their identity and religious worldview wouldn't result in so much retaliation like it happens today.
I remember when landmark human achievements 12-15 years ago used to be applauded as such, and now what you get is just a social-conventionalism "GG" as if beating a 70+ game just earns you another "cool", and that's it, even if you went through hell for beating it. We have desensitized to the magnitude of conquering a "veteran"-difficulty fangame, something that not even Boshy has.
However, things change, not always for the best.
As for this arguably non-game (for the purity and strictness of my terms, it is a game, but not a videogame, and ergo, not a fangame), if we're going sarcasically philosophical like the actual read me, which retroactively makes you symbolically beat the idea of the game, besides being a waste of time, there are two fundamental flaws with it beyond the obvious ones like polluting the wiki with trash:
1) The read-me even fails to predict why I downloaded this non-videogame. It's not for the sake of clearing, nor for going along with the joke, or adding one more clear to the list (which I have purposefully discontinued to update). It's unfunnily repepetitive despite a good grammar. The reason I did it is because of how an experimental idea would be applied, and could write a review about it, and it turned out to be the worst version possible of that iteration.
2) The Spanish-speaking community, myself included, which has openly expressed in live streams, private communications and other public spaces our discontent against the English-speaking community concerning xenophobic attacks based on nationality and age since the Twourney Week 1 incident (which was exactly the catalyst that made me stop reviewing for this site, until now, with a couple of exceptions like "Let's Go Gambling" for the memes), made the joke "I Wanna Read the Readme becoming more real each time" for years straight non-stop. If binding controls is allowed or not, it should be in the readme. The ultimate paradoxical irony boils down to this readme being more explicit about its intent than releasing an unfinished product and releasing it in the readme.
So, concerning point #2, the fatal flaw is that Bubexel never made this game. Someone else did, a Pixar's Cars fan, and now our possibility for a retaliation joke is destroyed.
Hence, the proper response to this is just extinguishing the fire of my disappointment. Legend has it, reacting in this manner gets you banned, but I refuse to believe that possibility: it's a freaking emoji (ascii text in this case which involves a very common safety artifact against fires), so putting normal objects emojis and getting a ban out of it is completely asinine to me. So I refuse to believe it happened. In case it did (heh), then yes, that's a serious deranged case.
Anyways, let me burn this trash properly:
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Now let me extinguish it:
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/'.' $;$ '$$.
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'$$$$$$$'
There, it's ashes now.
...It's just a fire extinguisher, not a derogatory cancellable term.
Yeah, there's no way that happened.... EVER. Otherwise, we're socially regressing.
For: Hipatya In I wanna world
Shockingly good and equally shockingly short, the latter being my greatest pain, but the reason has been clearly stated by the maker, so I really have no say; it shows it's a fangame dedicated to another person considering its intentionally short length, and for someone streaming her first fangame live (and what streams they were!).
However, back to the fangame, despite its vision being very limited by the original intentions of its creation in terms of the duration, whatever is left is overtly joyous.
The sprite of Hipatya is so cute and beautiful! Bube, I will pay you for a sprite of me for real. Shoutout to Kogami for creating it; please include it in the update of Start a Party!
Good introductory screens with a couple of readable traps and a gorgeous production value that presents itself as an exciting adventure with bosses, shootable enemies and a beautiful production value. Granted, there is a language barrier for all messages, inside jokes and voices used, and even those require knowledge (what is wrong with "cachetes"?; we all have two of them), but it doesn't really detract from the overall experience.
What I applaud from the fangame besides the visual designs is the versatility: No screen is identical, even within the same stage, and the use of gimmicks does not make the game feel stuffed: platforms, triggers, needle, traps, enemies and (optional) secrets in what is a roguelike, varied adventure for any fresh beginner looking for a challenge. The traps are not annoying nor are placed at the ending of a save, which is appreciated, and one particular, well-animated trigger trap in Spooky Land made me lol hard. Secrets provide only inside jokes for the Spanish community, but don't add anything new to the gameplay.
The final boss might be a stretch in difficulty considering its duration and one particular RNG attack, so beware: also, I got that same hardest attack twice right before the boss had 1HP left. My attempt took exactly 4 minutes (3:55 if you want more precision), so beginners should prepare themselves for a lengthy fight.
If a fangame is done with this quality and simply expands the concepts presented here, I swear it could even have nominations. Old-school adventure games are always welcome as long as they keep every new screen fresh and making you wonder what lies ahead. The humor should also be maintained.
Personal recommendations for this game in particular, and for future projects:
-The title screen is amazing, and it is clear the art used black as intneded. However, when accessing the options, they are not readable. FruitlessWasabi actually suggested that a script might exist in the engine for adding a highlight around the text in case changing the font color is not possible.
-The first jump in the caverns section is basic, but might be a stretch for first-time players. This jump could be nerfed or simply put towards the end of the game.
-The save immediately after exiting the cavern is quite long compared to the usual save; this could be better placed as a final section.
-The audio quality of the voice of the first boss is low.
-It's not clear in the game when one should fall for progressing, or if falling kills you (example: second screen of first stage vs. second
-For finishing the first save in the Spooky Area, the save could be placed in the screen above with the laser instead of below, saving extra time per attempt.
-For the final secret inspired by the Megaman gimmick of the disappearing blocks, the cycle of the blocks is programmed to loop, making it impossible to come back unless you wait for one full cycle again. The cycle could stop with a setup that allows you to jump all the way back.
Recommendations for future fangames:
-Keep this quality
-Make everything longer! This will prevent any gamer from feeling like the section was too short to be enjoyed.
Thanks, Bubexel!
For: I Wanna Go Gambling
Luck based avoidance where my subjective difficulty rating reflected my luck, not my skills, and where my quality rating proves this post-modern artform is ahead of its time and me still not being able to fully comprehend it.
Dang it!
For: I Wanna My Girlfriend Play Fangame
The fangame is really bad and the avoidance's song of choice is woeful and also cuts abruptly in a cringe manner. Where did the charm of For My Valentine go? You can readapt that for a 15 difficulty (not necessarily with Katy Perry). However, the visuals for the needle, as short as the section might be, has a beautiful color design made in Uhuhu style and not as annoying.
The game itself lasts nothing and seems like a joke, but one shouldn't forget about the original intention of the game and whom it was made for, and for what occasion! I am actually going to try to make my girl play this and get her genuine reaction, perhaps next February. Not the 14th, since substituting going out with a fangame would be the biggest L move.
34 Favorite Games
372 Cleared Games
Delicious Fruit