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 Ratings!
378 Reviews!
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378 Games
378 Reviews
For: I wanna be the Conscience
Recommended. I miss this kind of old-school fangames, re-starting music and all...
For: I wanna break through Seven trials
Warning: This game is PROBABLY softlockable. I'm almost sure it isn't because I suck at needle, but the second screen of haduki area has a save towards the right of the screen that is just below a platform, but with a hitbox big enough so that you save above the platform. I couldn't get out of there for a full day and, after 2000+ deaths, I had to restart the game. That is a huge punishment for messing your route. That's pretty much the reason I'm rating this so low; I play to enjoy, not to be tortured or grounded in such a way.
The concept is very attractive: a needle collab. Back in 2012, it surely was a thing. However, this sensation consisted in a scoreless (ugh) collection of seven makers where each trial consisted in one or two screens each. With a plethora of generic jumps and mostly bad visual designs, you discover an outstanding obsession with planes. Planes of ALL kinds. Upwards and downwards, under water and on hard ground, and even a double plane as a final jump. This catharsis becomes all the more exploitative when the game has touch saves. TOUCH SAVES. This is atrocious. The way this feature harms gameplay is beyond my vocabulary; a save is meant to save not only your progress, but your position as well. With each "R" key press, you end up in a different spot, sometimes exactly in the pixel of a spike, making it a chore to get the hell out of there. This affects your concentration and kills your strats of moving 3 frames left or right and having a new setup of your originally saved position because of the damn save hitbox!
Yeah, I'm angry.
Analyzing each stage is a sweet idea for me, but this game made everything in its power to kill that hype. Doruppis first stage is as generic as it gets, except for the top part, and it's a "fun" challenge, for the lack of a better word. However, the second screen is just terrible. I'm proud of myself for beating the final save of the game in less than three minutes, but still I reckon that's a very cheap final jump.
What would I say to needle lovers? If you're a completionist and also a sadist, go ahead. I did it anyways because I love playing fangames of all sorts, genres and quality levels. This made me appreciate Needle Satan even more. However, try better needle, because this game introduced a new way of adding cheap difficulty. Nope, it's not corners, but corners with a bad align.
Have fun.
For: I Wanna be the Needle Satan
The game does needle well without adding cheap difficulty half of the times, but the other half, it does add corners and planes, especially in the green section. There were at least two instances where I saw jump-cancelling mandatory for ensuring my success: in the first jump of the last save of the red area and the jump of the last save of the green area right after the two water blocks. The skill is demanded is quite high, but every save felt like: "Yeah, I did it!"
What is the problem with adding music to the game? It's the most silent experience, like I Wanna 50map. "Add your own music", you might say, but that is me doing the maker's homework. Indeed, my brother suggested the song Working from Spacechem and it went wonderfully with the red area. It is true that it doesn't affect gameplay, but it affects the game experience.
Also, we've got another nearly color-blind maker. The green area is a mess visually. Both the background and the spikes and green, and to make it worse, the third screen is a water screen where the colors do not help either: the blue makes the green spikes almost unwatchable, and there is a save where you have to do an upwards plane, a corner and a diagonal with those physics (the last jump there is also quite cancer for being a last jump and not a first jump).
Difficulty curve is post-apocalyptic. I kid you not when I say to you that the first save of the red area, which is supposed to be the easier area (in average it is), took me exactly 1,305 deaths. Next save took me 30 deaths. I left the area with 2,900 deaths. So, ONE save of one screen out of four took half of the total amount of deaths of that area. Why??? It's absurd. I blame that to an inconvenient align. The last save, to my surprise, wasn't that challenging to me.
The last green screen is legendary in difficulty, and most of its difficulty comes from the first save. It took me hundreds of tries to figure out the right align and altitude to make the last jump correctly. Second save from that screen was Ok, but you need to know the correct align for the pixel-perfect upwards plane. It is the "easiest" save of the screen. Finally, the last save requires what I mentioned before, but it only took 15 minutes. You just need the correct align for the first jump which is a double block diamond. This align can be obtained hitting the wall quickly of the block that is next to the spike facing up immediately before the save. Remember that this jump requires the same optimal align for corners.
I recommend it for needle veteran players, but of course, it sins from generic designs and jumps half of the times. Bring your own music, and conquer this beast.
For: I wanna be the Best Guy 4
Four weapons! More abilities! Hidden secrets and passages! Easter eggs! More Gustav! Unlockable achievements! And all of this sucks!
The full double-jump engine from Best Guy 3 is back again in more atrocious platforming to complicate your day through forced gimmicks and repetitive scenarios. The first three stages look nice, I must admit, and the music of the third stage is amazing (can't stop hearing it). From there, the overabudance of enemies of screen added with the jump engine and some "traps" deteriorate gameplay in its entirety. This is no exaggerated joke; it's a lamentable mess.
Oh, the final fight? Cool looking, but unfair moments of RNG makes it frustrating. It's a touch challenge mostly because of how unfair it is. Imagine a fight that is position-based, but now the boss chooses his position instead of you... at light speed! Magic moments can ensue.
Have you ever played a fangame that has smashed into your face that production value does not equal quality? This is one case. However, this is also a case of tremendous wasted potential. Since the very first Best Guy, I was reminded of Influka, and that though got strengthened with the very cool but equally flawed sequel. Then this comes and Influka is mentioned in the "Special Thanks" section. Interesting inspiration, but unlike Influka, Gustav alone cannot mix quality gameplay with great bosses and an ambitious production value. Maybe a team up could work? That's a dream...
Wait! It already happened! I'm just not up for such a challenge yet. Give me some more months.
For: I wanna L
So this is my hypothesis.
What I believe is that "lie" (aka "Believe") was just messing around but did have "entertainment" in mind. It was a brutal failure, but what spawned a new "genre" was the response and popularity it had. Nobody (if few) liked this game, but we all like a good challenge and then show it off as "cleared". Had this not received the response it had with so many reviews, I think this genre would have died immediately instead of inspiring countless cancerous fangame makers to release AIDS content into the wiki.
This was never meant to be an impossible game, and I can tell it was meant to be playable. How bad is the design that you can actually change your align with A and D? You have no idea. But the experience is so pointless and downright terrible that when you reach the bottom right corner you spot out a huge skip which I can't believe was overseen --> What do you prefer? Two buffed corners in a row followed by a double upwards plane, or a simple TAS jump followed by a horizontal gate? Hey, don't blame me! I wanted to finish this game asap!
If you're curious, play it. Obviously I don't recommend it but if you wanna L at least once in your life, beat the original L and then stop. I do regret it. At least Nue Houjuu's remix was ok.
34 Favorite Games
369 Cleared Games