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 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.
For: I wanna kill the troll king
That is, except, that this is a trap game. I was warned, of course, but the opening stage is (intentionally[?]) terrible, and traps don't stop being frustrating. It has never been my genre. However, I greatly applaud the progression of the game because it is not entirely built of traps, and when you have advanced pretty much through a lengthy save, it won't pull out the awful card of a trap near the ending. Also, half of the game isn't trap based. The bosses surprised me in this matter, because they are not grindy like a Find My Destiny would do so against your patience, and they all look great, so extra points for that. Still, when you come back to the initial area once again, you know, the one infested with traps, the way to advance were so goddamn and stupidly cryptic that I had to search in the Internet how to get past them (I still don't understand how the triggers work in the last save of "Where Everything Began").
Overlord stays in my heart as his grandiose game, and it keeps growing in my heart the more I reflect on it, but this is a great adventure fangame, slightly below Reach the Moon's quality, and deserves all accolades from the community.
Now, when are you going to charge for your fangames, MattinJ? Give this guy a studio contract!
For: I wanna be the Overlord
You can take many paths, but more than often you will reach an impasse because of an obvious item requirement. The constant backtracking is never boring as the hub system and subsequent transportation gimmick works exceptionally well for those looking for a faster pace. For those like me that enjoy their sense of exploration and do not mind going back and forth while grinding in a fantastically-looking and designed game, then do so. The game grants freedom in this sense. The thought behind the route one must take is very well-thought and requires memory, and the Super-Metroid-like map system is great for three reasons: it tells you what the connecting areas are; it tells you where the saves, secrets and transportation devices are located; and it easily helps you to know what areas you haven't explored because of each square not having a white border, so you know you can go that particular direction.
Grudges? There are a few. At least two moments are extremely cryptic and can get you stuck senselessly. In the Land of Giants, how was I supposed to know that I had to shoot distant blue orbs to transport myself? It took me too much time figuring that out and discovered it by pure accident. Also, this might be quite my fault, but getting the coin took me forever and it is, frustratingly, the very first item you can get. Getting to the Lake of Souls was quite the task. Also, half of the times you acquire an item, the same room that contains it or the previous one to it forces you to do something you couldn't before, and two times an explanation is given. From there, there is never a verbal description of what the hell some items do. Good luck finding for yourself. If the inventory screen contained a description of all items and weapons, it would work wonders as a great feature.
I intentionally didn't leave my complaints for last. The spirit of the game is what should be more discussed here. The game opens with a Dark Souls vibe combined with Castlevania: Dracula X for the SNES. From there, it takes the best aspects of adventure games like Zelda and Mario, but also brings SNES RPGs to remembrance. The mostly grandiose bosses also back up this honorable pathos. I couldn't stop thinking about how this amalgamation of childhood videogames' inspiration kept bringing Quintet's Heaven and Earth Saga (Soul Blazer, Illusion of Gaia and Terranigma), including its spiritual predecessor, ActRaiser. Bosses mimick a lot ActRaiser's mythology while the worlds are a fusion between fangame creativity exclusively seen in the community (including terrific inside jokes) and the aforementioned games. This fangame is the embodiment of a committed artist, MattinJ, mixing the old and the new in a present-time capsule, so it feels like an original game and a huge homage at the same time. There is no way this is his first fangame, but again, debuts can sometimes be masterpieces, and this applies to all art forms.
Sound design and backgrounds are just breathtaking. There is no better description. Even the Game Over screen has some love put into it. The already mentioned boss fights are exceptional fun and, mixed with the visuals and the challenge demanded, they will prove to be unforgettable and rewarding beats. The game never aims at being too difficult, but epic, and a wise decision was made when it opted for that. Extra credits for Cryptoria and the pre-final area, which feature graphics I had never seen in a fangame. Also The Crypt King, ironically proved to be the hardest boss for me, instead of the last or the second-to-last boss. Weird, but that doesn't mean that they aren't fun, and the final boss has a save in the middle which makes the experience all the more reasonable.
A game is good when it makes a lot of good decisions, because even the seemingly tiniest ones matter.
The fact that this is free blows my mind, and the fact that he openly says during the credits that the game should stay free for everyone amazed me even more. Dude, you should be charging for these games! This stuff is better than I Wanna Be the Cat!
My beloved Timemachine has been surpassed as my personal favorite fangame so far.
34 Favorite Games
371 Cleared Games
Delicious Fruit