I finished Touhou Luna Nights. It really kept up the quality to the end of the game. It does a lot to differentiate itself from the rest of the genre with its time controlling and bullet hell mechanics. The game shines brightest with its boss encounters. In total it took me about 6 hours to finish. The number of things I didn't like about the game were pretty few, mostly that the time mechanic is overly generous and trivialises most normal enemy encounters, that I don't really see why it wasn't just an original IP since whatever ties it has to the Touhou franchise seem pointless (if you're going to make an indie game that's a totally different genre and has no ties to the existing franchise other than using their characters why not just make it something original?). Also, the game doesn't explicitly point out until near the end of the game that a large part of character progression is tied to the gems you pickup, which you've been encouraged throughout the game to sell. Apparently the game will get another chapter later, which I'm looking forward to.
Now I've started playing something I've been meaning to play for a long time. I've played all the Castlevania games for the Gameboy Advance a long time ago and loved them all, but I've never played Symphony of the Night which is said to be what they're most trying to emulate in their gameplay. It's also heralded as a really good example of the genre.
So far it's been very enjoyable, nothing really ground breaking and I can't say it does things better than the GBA variants. The game looks fantastic, with smooth animations and it has a great soundtrack (mostly - I thought the smooth jazz played in one of its many gothic dungeons was a bit incongruous). The combat's standard Castlevania fare, and while I'm missing the more versatile moveset/magic system of the GBA games it's responsive and fluid.
The map is great but with some caveats; I have a few problems with how unclear some progression paths are, and how the game occasionally gets you to backtrack to a place that seems like it's now open to you given new abilities, only to find it's still blocked to you slightly further ahead. There's tons of extended paths that have no reward upon reaching the end - that's generally fine in an exploration focused game, but here it feels unintentional, with entire dungeons and impressive bosses that guard nothing of worth. The map design is fine - it just lacks the more streamlined map design of Super Metroid, Ori and the Blind Forest or Dark Souls.
Not sure if it's just translation issues but half the stuff in the game doesn't explain itself at all - you constantly pick up new skills with no explanation of what they do or how to perform them. For example early on you get an ability called 'Soul of Wolf'. Using this you can now turn into a wolf and perform running dashes like Samus's Speed booster in Super Metroid - except nothing in the game tells you any of that, and unlike in Super Metroid it's not something you'd intuitively learn how to do without a prompt. You also get a bunch of familiars, with many having some utility - again, not explained at all by the game. There are tons of different gear that have identical stats with nothing seeming to differentiate them - except they are in fact different in a way that the game never indicates. It's not hard to Wiki these things nowadays but back in the day I'd imagine I'd just be completely frustrated with the game's obtuseness. Needless to say, this is a really glaring issue.
Despite these minor issues, I'm having fun. But now I've got to the halfway mark and what lies ahead for the second half looks less appealing, with what seems like a drop in the game's level design. I've had the ability to fly in game for some time now, but flying isn't fun and it seems to be getting used as a crutch for the remainder of the game. Hopefully the game can surprise me because the first half of the game has been great.