Avatar for Mooglepies


L Buchanan, Kent

  • Registered 9 years ago
  • Last active 2 hours ago
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Recent comments

  • Avatar for Mooglepies Mooglepies 5 days ago

    I like this a lot (although I didn't like it at all until last year) but if I had to pick one Castlevania 1 remake to take with me to the grave, it would be x68000/Chronicles. Just personal preference here perhaps, but I don't think SCIV has anything that even gets close to the intensity of the Werewolf fight from x68000 until you get all the way to the end boss rush. I also think that x68000 looks better than SCIV, but again I think that's going to come down to preference.

    That said, SCIV does a lot of very creative things, the hook swinging being the major one, and it also does subvert player expectations from time to time (the big bat boss only shows up towards the end of the game and has a new way of damaging you when you hit it), so it's still amazing. I understand why they'd include that rather than the slightly strange but better looking port/whatever of Rondo that came much later to the SNES.

    Posted in Super NES Classic Game by Game #3: Super Castlevania IV

  • Avatar for Mooglepies Mooglepies 13 days ago

    I used to prefer SMW but with the benefit of hindsight I think I prefer SMB3.

    SMW did a great deal of good for the series and the wider industry by introducing multiple exits, but I feel it was a little too iterative outside of that, and SMB3 has the better platforming in my mind. Still a staggeringly good game though.

    Posted in Super NES Classic Game by Game #1: Super Mario World

  • Avatar for Mooglepies Mooglepies A month ago

    Can't say that what I have seen has done much for me so far - I always liked the combat in the old GoW and the new approach is a bit of a turnoff for me. Game's pretty though, have to give them that.

    Posted in In God of War, Your Sense of Progression is Measured by Being Proud of Your Son

  • Avatar for Mooglepies Mooglepies A month ago

    @KaiserWarrior I was being silly more than anything else. On a personal level I much prefer pure 2D art to the low poly models used in Nintendo's 2.5D fare, but Samus Returns looks fairly competent.

    Ultimately my final opinion on Nintendo's effort is going to depend on the replayability factor - whether I can skip items and do sequence breaks and such. That being said, we did see some bomb jumping in the trailer... so maybe I'll be pleasantly surprised.

    Posted in Metroid: Samus Returns Announced for the Nintendo 3DS, Arriving September 2017

  • Avatar for Mooglepies Mooglepies A month ago

    Anyone want to place bets on whether or not it's going to be better than AM2R? My money's on the plucky little fangame that could.

    Nice to see 2D metroid again but did we really need a remake rather than something brand new?

    Posted in Metroid: Samus Returns Announced for the Nintendo 3DS, Arriving September 2017

  • Avatar for Mooglepies Mooglepies A month ago

    It's difficult to make any real judgements from the short segment they showed but these reveals should be taken as statements of intent, If nothing else. If they've removed the quirky humour (conspicuous in its absence) from the game to try and satisfy an audience that wouldn't normally be interested in the series, then they've removed the beating heart of the game for me. That's my fear here.

    I'd like to see more of the gameplay before I make any judgement about those changes, but if they've changed to a more grounded, serious tone, then all that they have is a fairly competent action game. They do that and they've lost me before they really started.

    Posted in Monster Hunter World Cleaves the Fandom into Rival Camps

  • Avatar for Mooglepies Mooglepies A month ago

    That was 75 minutes of a lot of games, which I can get behind. At least they were showing games, even if most of it was "in-game footage that doesn't resemble the final gameplay in the slightest".

    Unfortunately it was 75 minutes of games that don't interest me at all. 10/10 for effort though!

    Posted in Microsoft E3 2017 Liveblog: Project Scorpio is the Xbox One X, BioWare's New IP Gets First Footage [UPDATE: ALL DONE]

  • Avatar for Mooglepies Mooglepies A month ago

    Not that impressed by this roster or what I've seen at this stage. Looking like a fighter I'll watch rather than play, for now. Be interesting to see where this goes though.

    Posted in Marvel vs. Capcom: Infinite's Rumored Roster Is a Disappointing Mirror of MvC3

  • Avatar for Mooglepies Mooglepies 2 months ago

    @jeremy.parish Technically correct is the only kind that matters when you're on the internet.


    Thanks for the articles.

    Posted in A Link to the Past Uncovered, Part 4: Why A Link to the Past's Dungeons Were Perfect

  • Avatar for Mooglepies Mooglepies 2 months ago

    Thanks for this. Once again I'm here with my nitpick (and it is a nitpick, the general thrust of the analysis is solid)

    And while you can reach the second dungeon without it, you'll find a critical puzzle element within locked behind a barrier that can only be cleared with the Hammer.

    I'm not sure you can actually get into Swamp Palace at all without the Hammer. The North and West of Dark World is blocked off without the hookshot (which is in Swamp Palace) and the route to get from the east Dark World is blocked by pegs, which need the hammer. The portal to the south of Link's House (closest one to the Swamp Palace) is also blocked off by a hammer peg.

    LTTP points you towards Palace of Darkness and doesn't really let you do anything else in the dark world before you do - you can get Quake from the catfish (and indeed, it's necessary to do so by the end of the game) and you can get one piece of heart but that one segment is where the game takes you by the hand and says "no, do this first". Obviously you can still run around the Light World (and it gets more difficult too - beating Agahnim actually changes enemy spawns there) but without more items you're kind of stuck there as well.

    Posted in A Link to the Past Uncovered, Part 4: Why A Link to the Past's Dungeons Were Perfect