move hltb covers to their respective game folder in /static

This commit is contained in:
Wouter Groeneveld 2022-11-06 09:19:54 +01:00
parent c8abc06be3
commit a9e952a396
97 changed files with 16 additions and 20 deletions

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@ -6,8 +6,7 @@ title: "31 Animal Crossing GCN Features that (never?) returned"
tags:
- 'Animal Crossing'
- 'Life sim'
howlongtobeat_id: 472
howlongtobeat_hrs: 68.5
image: "/games/gamecube/animal-crossing/cover.jpg"
game_name: 'Animal Crossing'
description: 'Which features from previous Animal Crossing games do you wish were present in the Switch one? Some features never made the jump to a new iteration. Let us take a closer look.'
game_genre: 'Life sim'

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@ -1,5 +1,5 @@
---
image: "/img/hltb/557.jpg"
image: "/games/pc/arcanum/cover.jpg"
date: "2007-03-30"
title: "Arcanum: the Gunslinger"
tags: ['Arcanum']

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@ -1,5 +1,5 @@
---
image: "/img/hltb/557.jpg"
image: "/games/pc/arcanum/cover.jpg"
date: "2007-03-30"
title: "Arcanum: Magick VS Tech"
tags: ['Arcanum']

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@ -1,5 +1,5 @@
---
image: "/img/hltb/557.jpg"
image: "/games/pc/arcanum/cover.jpg"
date: "2007-03-30"
title: "Arcanum: Party Seleciton"
tags: ['Arcanum']

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@ -1,5 +1,5 @@
---
image: "/img/hltb/62129.jpg"
image: "/games/switch/diablo-3/cover.jpg"
date: "2018-11-05"
aliases: ['/articles/features/diablo-for-kids']
title: "Diablo III: Diablo for Kids"

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@ -2,8 +2,6 @@
image: "/img/articles/warioland.gif"
date: "2018-05-27"
title: "Wario Land: a Retrospective"
howlongtobeat_id: 11063
howlongtobeat_hrs: 11
game_name: "Wario Land 3"
game_release_year: 2000
game_developer: 'Nintendo'

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@ -5,8 +5,7 @@ played_on: 'win98'
game_genre: 'RPG'
game_release_year: '2001'
game_developer: 'SirTech Canada'
howlongtobeat_id: 11228
howlongtobeat_hrs: 93
image: "/games/pc/wizardry-8/cover.jpg"
game_name: "Wizardry 8"
summary: "Wizardry 8: the Adventure Blog! I've been keen on replaying the whole game for old times sake - on a 'real' retro Win98 PC. After _finally_ convincing my friend to install the game, we were ready to go through it together/alone, since it's a single-player adventure. In the same fashion as other adventure blogs on this site, I thought it would be nice to do a short write-up after making a bit of progress. "
tags:

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@ -12,7 +12,7 @@ tags:
- Metroidvania
---
Thomas Happ's 2015 [Axiom Verge](/games/switch/axiom-verge) thoroughly impressed me: it is a superb and faithful Metroid game that is not Metroid itself; coded, designed, and composed by a single guy. The ending suggested Tom wasn't done with "The Breach", the narrative take on a multi-universe. While Axiom Verge 2 doesn't feature the same protagonist---or world(s), for that matter---it _does_ contain traces of Trace, the PatternMind scientist that starred in the original game.
Thomas Happ's 2015 [Axiom Verge](/games/switch/axiom-verge) thoroughly impressed me: it is a superb and faithful Metroid game that is not Metroid itself; coded, designed, and composed by a single guy. The ending suggested Tom wasn't done with "The Breach", his narrative sci-fi take on the multiverse. While _Axiom Verge 2_ doesn't feature the same protagonist---or world(s), for that matter---it _does_ contain traces of Trace, the PatternMind scientist that starred in the original game.
The question is: what does Axiom Verge 2 bring to the [Metroidvania](/tags/metroidvania) table? The sequel does feel more confident in its own capabilities compared to the cramped faithfulness to the formula of the 2015 original. Unfortunately, some of those strays off that beaten path ended up being not that interesting to explore. Let's try to break down what happens when Indra discovers a portal to another world in an abandoned research center on Antarctica.
@ -32,7 +32,7 @@ In classic Metroidvania fashion, abilities such as climbing walls and roping ont
![](bigcreature.jpg "Do I have to fight this winged robot?")
What I didn't like was the combat---and there's a lot of that. Indra has access to a melee weapon and a boomerang, but the latter's puny amount of inflicted damage renders it useless. You start with an ice pick from your trip to Antarctica and only find two other weapons throughout the whole game. There's little enemy variation, almost entirely bots as they fit into the story, and the attack sound is one of the most excruciating things I've ever heard.
What I didn't like was the combat---and there's a lot of that. Indra has access to a melee weapon and a boomerang, but the latter's puny amount of inflicted damage renders it useless. You start with an ice pick from your trip to Antarctica and only find a couple of other weapons throughout the whole game. There's little enemy variation, almost entirely bots as they fit into the story, and the attack sound is one of the most excruciating things I've ever heard. Melee-ing a robot that shocks you when you come close isn't nearly as much fun as blasting stuff with Trace's Disruptor gun.
Combat can be skipped though, it's not an Igavania, there's no leveling involved. What's more, bosses can be skipped as well! They're not enclosed in caves or chapels and you're allowed to sneak past them, but killing them will net you a few skill points (we'll get to that in a bit). Sadly, there are few bosses in the game, and they're all pushovers, mostly floating there, absorbing those axe swings, occasionally taking a shot or two at you. Then there are a few hidden "bosses" that are just a pair of previously encountered ones. If you're looking for epic fights like in [GBA Castlevania](/games/switch/castlevania-advance-collection) or [Hollow Knight](/games/switch/hollow-knight), look elsewhere.
@ -44,13 +44,13 @@ Speaking of drones, only they can effectively enter tears of space fabric in The
I enjoyed this interesting take of interconnected but separate worlds to explore the most. As your drone also gains abilities, it'll also slowly unlock more parts of The Breach---and eventually can exit it and end up in places in The Overworld that were inaccessible by conventional means.
The soundtrack [is available at Bandcamp](https://axiomverge.bandcamp.com/album/axiom-verge-2-soundtrack) and paints a picture of the stark differences between both worlds. Listen to _Procession of the Anunna_ and you're suddenly transported to an ancient Middle Eastern human-like Overworld. Then switch to _Argentum Alias_, a track from The Breach, and you'll exactly know that I mean by catchy 8-bit chiptune. Complementing both worlds is perhaps _Axiom Verge 2_'s biggest achievement.
The soundtrack [is available at Bandcamp](https://axiomverge.bandcamp.com/album/axiom-verge-2-soundtrack) and paints a picture of the stark differences between both worlds. Listen to _[Procession of the Anunna](https://axiomverge.bandcamp.com/track/procession-of-the-anunna-feat-mayssa-karaa)_ and you're suddenly transported to an ancient Middle Eastern human-like Overworld. I'll be honest here, I did not like Mayssa Karaa's chanting at all, but that's personal. Then switch to _[Argentum Alias](https://axiomverge.bandcamp.com/track/argentum-alias)_, a track from The Breach, and you'll exactly know that I mean by catchy 8-bit chiptune. Complementing both worlds is perhaps _Axiom Verge 2_'s biggest achievement.
![](skills.jpg "Skill points are scattered throughout both worlds and can be freely distributed.")
Some things that _Axiom Verge 2_ tries to pull of don't really work that well. One of those is a primitive unlockable skill tree system. You'll find these in the game as destroyable "Apocalypse Flasks". The player is free to choose which tree to prioritize in, and in the end, you should have unlocked nearly everything. Most skills are conventional ones: more health, more damage, faster attack rates, that sort of stuff.
Only, investing in more damage barely has any effect. Only with that branch fully unlocked, I noticed a slight difference, and that was near the end of the game, where it wasn't needed anymore. Same thing with health. And then a few skills are essential, like hacking abilities to open blocked doorways, rendering other skills less important. I liked scouring the worlds to find hidden items, but after finding Apocalypse Flasks, I always shrugged. A collectible mop-up that is possible near the end of the game with all unlocked abilities ends up feeling a bit useless as most of those Apocalypse skills are---just like the weapons.
Only, investing in more damage barely has any effect. Only with that branch fully unlocked, I noticed a slight difference, and that was near the end of the game, where it wasn't needed anymore. Same thing with health. And then a few skills are essential, like hacking abilities to open blocked doorways, rendering other skills less important. I liked scouring the worlds to find hidden items, but after finding Apocalypse Flasks, I always shrugged. A collectible mop-up that should excite near the end of the game, using all unlocked abilities, ends up feeling a bit useless as most of those Apocalypse skills are---just like the weapons.
![](finalstats.jpg "My final stats. I died 32 times in Axiom Verge 1.")

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@ -92,11 +92,11 @@
{{ $thumb = .Params.image }}
{{ else }}
{{ if .Params.howlongtobeat_id }}
{{ $thumb = printf "%s%d%s" "img/hltb/" .Params.howlongtobeat_id ".jpg" }}
{{ $thumb = (printf "%scover.jpg" .Page.Permalink) }}
{{ end }}
{{ end }}
{{ if ne $thumb "" }}
<img src="{{ $baseurl }}{{ $thumb }}" alt="game cover image" alt="game cover" style="border: 1px solid black"/>
<img src="{{ $thumb | absURL }}" alt="game cover image" alt="game cover" style="border: 1px solid black"/>
{{ end }}
</p>
{{ end }}

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@ -4,7 +4,7 @@
{{ if .Params.image }}
{{ $thumb = .Params.image | absURL }}
{{ else if .Params.howlongtobeat_id }}
{{ $thumb = printf "%s%d%s" "img/hltb/" .Params.howlongtobeat_id ".jpg" | absURL }}
{{ $thumb = (printf "%scover.jpg" .Page.Permalink) | absURL }}
{{ else }}
<!-- taken from head-meta.html in brainabking -->
{{ $perm := .Permalink }}

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{{ if .Params.image }}
{{ $thumb = .Params.image | absURL }}
{{ else if .Params.howlongtobeat_id }}
{{ $thumb = printf "%s%d%s" "img/hltb/" .Params.howlongtobeat_id ".jpg" | absURL }}
{{ $thumb = (printf "%scover.jpg" .Page.Permalink) | absURL }}
{{ else }}
<!-- taken from head-meta.html in brainabking -->
{{ $perm := .Permalink }}

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@ -7,13 +7,13 @@
{{ $thumb = .Params.image }}
{{ else }}
{{ if .Params.howlongtobeat_id }}
{{ $thumb = printf "%s%d%s" "/img/hltb/" .Params.howlongtobeat_id ".jpg" }}
{{ $thumb = (printf "%scover.jpg" .Page.Permalink) }}
{{ end }}
{{ end }}
{{ if ne $thumb "" }}
<div class="sidebar-game-info">
<p style="position: relative;">
<img src="{{ $thumb }}" alt="game cover image" alt="game cover" class="img-responsive img-inactive" style="border: 1px solid black"/>
<img src="{{ $thumb | absURL }}" alt="game cover image" alt="game cover" class="img-responsive img-inactive" style="border: 1px solid black"/>
{{ if ne .CurrentSection.Params.platform .Params.platform }}
{{ $platform := .CurrentSection.Title }}