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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For: Lover in the Dark
Avoid.
For: I wanna be the Contrary
-SPOILERS FROM NOW ON-
This game is short by definition of length, but not by playtime. It's only two screens of needle plus an avoidance. That's it. Even Strongest Fairy is longer.
The first platforming screen is a warm-up that I would place along the 66 difficulty range. The most dangerous jump is a plane that can be easily pulled off with the usual setup. Or maybe a jump-cancel jump located above the warp that I posted in the screenshot you can appreciate (again, this jump can be pulled off without jump-cancelling because it gives you room to jump before going through it, so choose your style). 98 deaths here from your novice friend. I have read that the first screen, and not the second one, is the one that appears in K3 in a particular section, but endlessly buffed. That's curious, because...
...the second platforming screen is brutal. The setup is very challenging and interesting during the first half (except for a cancer jump from the second save to the third (the save after the TAS jump that requires from you to hop onto a brown platform). However, we come to the second half, and it is just a painful mess. It's a bunch of needle placed with no rhyme or reason that, if read correctly between all of those shades of red, you realize they are corners followed by planes. Jumps often intentionally give you improper aligns, not impossible aligns (that would be a bye bye for a game), so be prepared for very difficult jumps without the normal proper setup you have studied to pull off, including buffed/tight diagonals that give you an awful align, forcing you to make a strange double mini-jump move to get across it. More than challenging, this is annoying. Expect to die here 20 times the amount you died in the first screen. For your novice fangamer here, it was 1710 deaths.
And then, hello Kagamine Rin.
This avoidance... The game was made for the avoidance. It's the sole reason this game exists, and it should exist. You will spend so much time grinding in this avoidance so much if you use no video guide (like me) that the first two screens will vanish from your mind until you come to this site again and remember they exist. Think of Appreciate the Meteor Stream: the entire platforming preceding the avoidance is forgettable garbage. The real meat is the avoidance (and that one sucks because 13 freaking minutes with no saves and whatnot).
I must declare this avoidance, not as my favorite, but as the most genius I have ever played through. 90% of the attacks are spectacularly smart and original, and if there is a fangame that understands the concept of sync, it is this one. The majority of attacks is shockingly original and unusual, and plays with your mind, although some of them do sin with impossible RNG that force you to watch your inevitable demise. Seldom I have seen an explanation of each attack, so I will go through each one. I will also do this because, if I am inferring this correctly, no visual guide will help you if you don't understand how attacks work. You have to grind through them to understand how they work. Most of the avoidace is position-based pattern, not pattern. Where you stand determines what happens during the entire song. If you are one of the people that watches a video of how to pass an avoidance before playing through it (I don't judge those people really because trial and error is a big NO-NO for many), here's a very humble guide. PM me if you have any questions:
FIRST HALF OF THE AVOIDANCE
1) Start with the skinny, but undeniably cute and stylishly dressed (to kill) Kagamine Rin singing ANTICHLOROBENZENE (heck yeah, one of my favorite vocaloid songs), dropping a DF with every beat of the song's introduction during the first part, totalling 57 DFs that will fly away from the center of the screen after the 57th beat. 100% RNG. Frankly, this part is boring after you play through it 3,000 times. It's an OK intro if the avoidance was easier, but it is not the case. Oh well, many avoidances sin of long, boring, uneventful intros that get frustrating fast.
2) This one is the toughest position-based attack to figure out and understand blindly for the first half. Once you come up with a setup, it is the easiest thing to do every time. So, for the four introductory beats for the first sung strophe to begin, four big DFs will appear from each corner: Upper-Left, Upper-Right, Down-Right and Down Left: Red, Yellow, Blue and Green, respectively. They will spawn and go directly at your initial position, but won't change directions ever again. However, with each SYLLABLE, a DF is thrown at you. With each half verse, a new big DF throws smaller DFs at you. With each syllable. The sync is so awesome. Also, each half verse, a different big DF throws smaller DFs at you, as follows:
Red, Yellow
Blue, Green
Red, Yellow
Blue, Green
Red & Blue; Green & Yellow
Red & Blue; Green & Yellow
Red & Blue; Green & Yellow
Red & Blue; All four
At the last syllable, the big DFs disintegrate into circles of smaller DFs in which one of them will go at you per colour. You need a perfect position for this because they go at you quickly plus the DFs from the syllables sung.
Too complex? It just begins.
3) Not necessary to explain: just a big yellow DF going at you, opening at closing with smaller DFs with each half verse, and then throwing sometimes unfair RNG at you. Not cool really.
4) This one's interesting. With each verse, a line of dfs is thrown at you slowly. First strophe seems fine. Second strophe is a blast and it made me LOL. The blue ones go away in a parallel direction at the speed of light. During my first playthrough, I swear I gasped, but I went THROUGH them. I said, "ha! I frame-perfect saved myself, boyyy", and then they came back at the same speed lmao. Awesome attack. The point is, during the second strophe of the attack, your position matters. They go at you. When I later saw some clear videos, many people complicate this one. Almost no movement is required if you're standing on the ground at an appropriate distance. The only difference with the blue line is that it goes away and comes back, so you must stay away from it. Very easy once you figure it out.
5) First verse makes two lines of gray dfs appear at your sides and with each beat they act. First one makes left wall appear. Second one makes right wall appear. Third one makes a definite number of blue dfs on both sides squash you. If you jump way too early, there's an invisible ceiling blocking you. Oh so cheap. You will die. If you jump some frames early, the left wall will actually go half a df more upwards and then towards you to the right. TRICKY! If you jump exactly at the beat, you're just fine. Ha! Then, some black dfs appear and you must shoot the big DF spawning smaller dfs with each bounce because, otherwise, the ceiling crushes you. It is not intuitive at all that you can shoot a DF in an avoidance. I hated figuring out this part.
6) Next strophe is entirely pattern. Not difficult.
7) Next two strophes are one pretty thing. Eight dfs are spawned in circles with each half verse, with the first set going downwards, and the next set going onwards. Extremely simple! Oh, wait. There's a catch. It is clear from those that know this attack that a path of red dfs follow you exactly through the path you're building. But did you notice that the red dfs appear with each syllable again? It's hilariously precise. Finding this out helps you a lot to know when you can pause for a second and then keep moving. Next two instrumental verses take the path they build away in four different directions with each beat.
8) The final attack of the first half is two strophes long. The first one is simply avoiding blue and purple dfs that bounce with the borders. Second strophe is the same thing but they will follow circular trajectories and perpendicular bounces and they can be such a pain. Just remember: during the black out, blue dfs going down will begin their circular trajectory to the RIGHT, and the purple ones to the left. If you do mind, the opposite will happen to the dfs going upwards. Logic class, brother.
SECOND HALF OF THE AVOIDANCE
9) This is a genius one. For a whole instrumental strophe (forgive me), every eighth of a verse YOU will spawn four yellow dfs away from you: up, left, down and right. This is how it works: when the dfs going towards a direction hit the border, they will go back the opposite direction in a yellow color. Yellow dfs indicate that the ones your position originally spawned have already hit the border and are coming back. You must figure out a smart routh, and there are many, but few are optimal. All of these include going from right to left because Rin will spawn lots of red dfs trash during the last verse.
10) OK. THIS. THIS CANCER ATTACK. Insanely creative and also unfair, so I don't know what to think. Read #7 again. Only this time, the eight dfs spawned in circles upwards and downwards with each verse interact with colors. Beautiful colors...
-RED: It makes dfs go faster
-GREEN: It makes dfs go down gradually
-YELLOW: It makes dfs go up gradually
-BLUE: It makes dfs go the opposite direction they were going gradually
-PURPLE: It makes dfs grow bigger gradually
This can result in stupidly impossible combinations, including GIANT DFS falling vertically at you at a very high speed, or even coming from the ground, or even making walls, or even coming from the left!! The RNG is in the colors, which appear on screen randomly and move by columns up and down. Colors never appear in the same order after each new try. It is not impossible, however; you need insane reading skills all over the entire freaking screen. How the creator managed to make sure there is not a single spot in the entire screen safe is devilishly balanced and coldly calculated with so many possibilities. This is probably the hardest attack for many. It might be for me. It is so heart-racing. It lasts two full strophes. Torture. Enjoyable torture. What is this avoidance anyway?
11) Not necessary to explain this one, but I recommend being in the air by the time the second verse finishes while she sings "BENZEN!", instead of being in the lower left corner precisely. Otherwise, the chemical composition and the white dfs will leave you two frames of window to survive. That's an extremely tight situation.
12) Pattern. Not necessary to explain. It's easy to survive the first time and knowing what's happening. Four verses long (a strophe again).
13) This attack is legendary. It lasts two full strophes. I think it appears in K3, they say. This one will haunt you. To explain how it works is extremely difficult, but here is a dumb, humble try. Read attack #2 again. This time, they appear immediately from all four corners at the first beat. They all spawn dfs with each syllable, so it's dfs party. But they follow a circular trajectory and this trajectory is directly proportional to the distance you're away from them and it is designed to kill you from above, so they go circularly. Also, at the end of the first strophe, they change direction towards you AGAIN, and at the middle of the second strophe, they do so again, but at a 90° degree direction of the one you're at. Explaining this without a video is ridiculous and this game inspired me to stream at Twitch (I will be more than happy with just three live viewers).
14) This is, for the rest, the hardest attack, but here is the tip of your life: it is 100% position based. I repeat. This attack reacts entirely to your position, so theoretically, it is pattern. There is a ton of things going on during this attack and I cannot explain it, but here's the most important things:
A) Orange dfs are pattern and will always go in straight lines away from the center
B) Every verse, the chemical df composition appears and disintegrates to go AT YOU.
C) At the beginning of the second strophe, the red path begins to appear, but the delay is longer. Do not worry so much about it, but keep moving.
D) Not ALL dfs happen to react to the colors. The orange ones don't. The white ones don't either. The ones that are repeated from attack #9 don't either. The green ones she spawns each beat don't either; they are forming an entire circle that goes around the whole screen. Only the six blue and purple dfs she spawns do, so make sure to spawn them at a secure location, BECAUSE COLORS OF ATTACK #10 ARE NOT RNG this time. This allows the attack to be position-based and build a strategy for it that works every time if you move exactly the same way every time.
Wasn't that a mouthful? Well, one of the most original avoidances ever deserve this. I haven't seen attacks like this in more than 200 fangames.
A new favorite with the lowest possible rating.
P.S. In my defense, and for convincing you guys that Chill Needle 2 is underrated in difficulty, I died the same amount of times in this game (arzzt must hate me now after making a false advertising of a jump corner that I mentioned as required when it wasn't in Not Another VVVVVV Game). Of course, that game took like 6 hours, and this one took, well, 60+. BUT STILL. Total deaths: 5,300.
P.S. 2: If there's a mistake in my personal analysis/findings of the avoidance, do let me know. The avoidance is very complex and should be applauded for it.
For: I wanna VANILLA
It's a paradox; better put, it's a waste of potential. はなもげた had the best intentions: an interactive game with variety, nice graphics and a reward system that wants you making progress, unlock nice thingies and make each experience new. But this doesn't have the charm and replayability of Nemega's Be the Cat. It's like a roller-coaster: exciting during the first time and quite redundant around the fourth replay. The biggest incentive is the interactivity with the community and comparing/sharing results with the beautiful people present in this site, but again, if the community happens to agree with the opinion that the game gets repetitive and boring quite fast, there is really not much of an incentive.
I recommend it for a full playthrough of each game mode twice or thrice, but not for getting all achievements/skins/tilesets because, well, there are many fangames out there to be played. More honestly, that's not the real reason: if the gameplay variety was as vast as the amount of rewards and unlockables, there would be a point in achieving them, but there isn't. I applaud the graphic effort and how it wanted to make the community close (no Troll Face clap like the one in the game), but this suffers from the same problem Candy Crush does: it's doing the same thing again and again, and it's not worth it.
Also, I DON'T recommend this game for speedrunning because bosses are a big, generic and unnecessary waste of time.
Extra points, of course, for making a good try. I recommend it for beginners that are not fans of old-school games (I am kind of discovering that I might prefer old classics).
Biggest recommendation? I know it is difficult and requires resources and time, but even Solgryn did it: add a Nemega-like live Multiplayer mode and this would be a different story. Still not the best, but certainly much better.
For: I wanna be the Noizu
Surprisingly, however, it happens to have a story, so that adds depth to the whole thing, and has charming sequences, again, only during the first half. Great ideas during the first part and bad ones during the second part combined with references to Kayin (good thing), Heaventrap (good thing) and Love Trap (uhm) brings along a game I would recommend trying for its semi-experimental nature, but don't expect anything outstanding.
Some songs are amazing, btw, especially the clear screen one. Also, this game contains one of the best traps of all times.
For: I wanna take the Timemachine
This game punched me in the face with groundbreaking fangame awesomeness, SO EXPECT SPOILERS ALL OVER THE PLACE (correctly marked, of course). Influka is definitely one of the most underrated creators in the site and has an appeal that will make Western players at least scratch their heads or raise their eyebrows. There are many reasons that I can use to defend this breathtaking success:
1) It is a tribute to the original outstanding and almost equally underrated great games: I Wanna Be The Guy and I Wanna Be The Boshy. Solgryn made something genius back in 2010, and I have rarely encountered deliveries that have pushed it down my rankings: unseen production value, smashing creativity, a true tribute to the retro era of videogames, an original engine (that didn't always work for the platforming, I admit), memorable boss fights, a final boss that was destined to be a legend, a beta prototype for online multiplayer gaming, character selection, endless variety, a long adventure, great soundtrack, and the freaking list goes on. Now take the Genesis 1:1 of fangames that happened in 2007: Kayin, a creator that Kamilia and Influka never stopped thanking. The amount of rules it established for over 9,000 (no meme intended) future deliveries was, and is, a sensation felt either in that game or in other fangames that, even today, try to resurrect the old era of fangames, such as Vegetable 1 & 2. Not everyone today is a fan of the platforming, gimmicks or engine of the original; I find it a brilliant, frustrating (in a good way) creation that sparked creativity all over the place and became a worldwide challenge and an Internet sensation. That game is the reason we're all here, but being objective, I find myself replaying Kayin's beautiful piece on Normal difficulty again and again even today.
Well, Timemachine does everything stated above and multiplies it by 1.5. How? Number 2 answers that.
2) This is a fangame that creates its own ambitious macrocosm using a cliched time-travelling plot argument to depict several worlds with less variety than Boshy, but with more creativity than the Guy, with more effectiveness than both, equally memorable bosses (most of which are taken from the two key moments mentioned above), and a spectacular final boss that uses the same concept of Kamilia 1: a non-avoidance vocaloid boss that summons the powers of all the previous bosses you have faced. This became popular in later Influka's projects. The final boss is the perfect example of how to use instrumental vocaloid and, along with the graphics and concept, make it one of my favorite final bosses of fangame history. It is atmospheric, exciting, rhythmic and challenging at the same time, placing you in th challenge of dominating, at least, 2 out of 5 attacks in order to be successful (this, of course, depends on the difficulty chosen).
3) While making huge nods to Guy and Boshy that feel like tributes instead of plagiarism, the game feels authentic. It does implement the most common engine, but also there is a ton of original content within its constant references. It is rare to see a game focused AS MUCH (literally 50%) on bosses as it is on platforming. The stages, some people claim, are too short, but they happen to take you as much time, in average, than the normal stages. This is an odd formula but within the context of this effort it did wonders. It never made the game repetitive in its screens and that is a big plus. Sometimes less is more and Influka doesn't waste a single screen. Secret bosses, although familiar faces, are also a blast and the game reuses them in amazing ways. The combination between Mario and Sonic will surprise you, or not, because you have already played Boshy and know the reputation of those guys.
4) The production value and soundtrack are spectacular. If I made an imaginary ratio of Influka/Boshy production value, I would come up with a 93%. Just like in Boshy, this is never a detriment to the game or platforming, UNLIKE in some instances of Boshy. Needle is never unfair (maybe just ONE jump of the second screen of the second stage), gimmicks are fantastic and graphics interact greatly with it.
5) I was mentally struggling with the fact of including this as another point or not, because it is related to the bosses, but damn it, the Game-Terminators were a fantastically surreal and challenging addition. Korean drugs to the third power multiplied by memes, these terminators are unforgettable in many ways and when you stumble upon them you WILL literally have a face reaction, either positive or negative. Difficulty peak is high, but the randomness is oddly irresistible, and even if you don't understand Korean, you will have a laugh if you didn't hate the idea since the beginning. Also, knowing the origin of these memes adds a lot. It's such a bizarre instance. I always welcome experimentation in all art forms.
Boshy, as of today, has over 110 reviews. Guy has 90. This should have at least 65 reviews. It deserves a lot of popularity; however, due to personal reasons, it is a gigantic shame that this fangame later became private, and recently public again for a short time, and for an older version. The sequel has the same problem. I am no one to criticize such decision, but people that want to remember what initially brought us here and are still capable of extracting all the possible enjoyment out of it should come back to this game, because I consider it more important than Kill the Guy or Cultured. If My Heart Goes On has over 90 reviews for being a meme game, what does a unique and ambitious effort really deserve?
OH! How to play? After playing it many times because of pure joy, my personal recommendation is:
1) Normal
2) Auto-Fire ON (It is actually a game with bosses DESIGNED FOR THIS PURPOSE)
3) 0.77 Version
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