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Iām about 2 hours into this and have completed five cases. On 5/11 achievements so I suspect the game is not very long. Iām really enjoying it so far. Itās obviously a game inspired by Return of the Obra Dinn in that it uses similar mechanics, with you trying to deduce what happened by piecing together the evidence. I loved Obra Dinn and this is great too. Itās also less abstract. Each case is self-contained so itās easier to solve, and the game tells you when you are right in a more efficient way than Obra Dinn. There are two screens, an āexploringā screen where you look around and gather evidence, and a āthinkingā screen where you submit your theory of what happened (by putting words/names etc into the blanks). The game will tell you when two or less items are incorrect so itās easy to stumble over the finish line when you are close. Overall, the game does a good job of making you feel smart. I havenāt needed any hints so far (there is an in-built hint system). And itās very fun to play.
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Iāve been enjoying this game a lot. Itās a flower shop simulator. Not really. On the one hand, itās a gentle puzzle game where people come to you with requests for certain flowers and you have to identify them from descriptions in a book. You also have a map of the area that you can interact with, and you are given hints about points of interest on the map that you should visit. The game seems to be set in a fictionalised version of rural England and there is a greater story and mystery going on that you learn about as you talk with your customers. So far, itās been a very chill, well-designed game that is a nice change of pace from anything else Iāve played recently.
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So, this is the new game from the Civ and XCOM developers, Firaxis. Perhaps unsurprisingly then, it is a turn-based game. It's safe to say it's more closely aligned to XCOM than Civ though, but this has an ace (or many aces to be exact) up its sleeve that differentiates it from just being a Marvel XCOM game, and that's the largely divisive (from Previews) inclusion of Cards into the combat. As a result of the cards coming into play, the game isn't as rigid or locked into a grid like it is in XCOM, you're free to move somewhere within the little combat arena you're placed in once per turn, with certain placements being preferable, scoring knockbacks or environmental attacks. You can draw three cards per turn, but certain cards do get refunded as they're used up, giving you an additional card or two per turn, you can also redraw any card you're not happy with twice per turn. A lot of the cards so far are quite basic, in that they are 'standard' kind of slash/punch kind of moves, but they do come with additional benefits like knockbacks, chain attacks, inflicting bleed damage and the ilk, on top of these you've got ability cards which gives you and your team buffs as you fight and hero cards which are much more powerful and usually allow you to take out multiple enemies at a time, the kicker being that you need 'heroism' to use them, which is gained by taking out enemies. The enemies themselves have been fairly standard grunts for the most part, if you imagine the basic super soldiers from XCOM, then it's pretty much the same here, just they're now Hydra Soldiers. The bosses have been more interesting as they're now various Marvel villains instead of snake-creatures or something like they were in the XCOM titles. As established in the paragraphs above, the game shares a lot of DNA with XCOM, and that's no bad thing, the animations, certain effects you can pull of like the knockbacks mentioned earlier and the environmental attacks all look and feel very similar to XCOM but they've now got a more grandiose superhero sheen on them. You'll head out on missions from the 'war room' with yourself ('The Hunter') and two other heroes chosen at random to assist you. You'll about your task, fight a boss or retrieve an item at the end of it and then return back to your base. It's in this base segment of the game where you can see where Firaxis has been far more ambitious than their previous title. In XCOM, the base was an important part of the game where you'd build new sections, invest research points into them to help bolster certain specialisations, new weapons and all that good stuff. All of this DNA is contained within the 'Abbey' in this game, which is a huge Cathedral with sprawling grounds for you to explore to your hearts content, you explore this in 3D in your role as the Hunter, gone are the days of a 2D plain, seeing all your little soldiers move into their newly built wing. It's super impressive and such a great feeling 'base' right away that really makes you feel at home, all the segments you'd expect to be there are in their place but there's also tons of secrets to explore and a sprawling grounds containing blocked passageways which will likely reveal themselves to me later on. The Abbey has the feel of the School in Fire Emblem Three Houses or the Normandy in Mass Effect to it. This also takes inspiration from those titles in the new social links system, where you can sit down and hang out around the Abbey with your new team mates as you assimilate and get used to your new surroundings, doing so gets you friendship points which levels up your bond with your squad mates as the game goes on. I'm not too far into the game but I assume the more it goes on the more activities around the Abbey get unlocked and some of the more mysterious bits and pieces I've seen so far unveil themselves. The Abbey is the most ambitious element of the game and is almost a game unto itself, it makes me realise why it got delayed a few times. So yeah, I've loved my time with it so far (probably about 4-5 hours) and can't wait to play more, it's a real breath of fresh air compared to some of the other stuff I've played lately. To be continued and pics added.
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Forspoken demo, put a few hours into it and beat the boss on normal mode. It has some neat ideas, and I think it is sorta like an air dashy Dragon's Dogma. However the luminous engine (FFXV engine) is still such a dog when it comes to combat. Or maybe not the engine, whatever framework it is the FFXV people build their combat off. My big problem with it and also XV is the way melee attacks are contextual based off proximity and your character sort of magnetises to enemies. The automatic feel is still just absolutely terrible. On the other hand, Forspoken has a really cool magic system which has some interesting layers to it. Here's the boss I beat up. Here I slogged for an eternity killing these dumb gators. The visuals of this game are not well suited for a game like this. The particle effects make it very noisy to look at. The resolution is not high enough and the framerate is not high enough. This kind of game needs 4k 60 native, it has this weird reconstruction stuff going on that doesn't work well with the particles maybe. It just doesn't run well enough in this build for the combat to feel good. Hopefully at release it is better. That said, I'm still interested in this game. Even if it ends up a 6/10 on release it's rare you get open world games with varied combat. Especially magic combat, which is usually just about keeping away. When you chain the spells together and mix in the range attacks and distance closers it can be pretty cool looking edit I played some more later, I actually had a really good time this time. I'm more confident in the game now, maybe it can be a 6.5 lol I think the general idea in combat is your r2 spam melee moves are your main damage moves, and your cooldowns set up safe opportunities to spam them. Other than that you need to hang back a bit and spam the 'gun' attack. The radial wheel is not very clean to use, I wish they had a better shortcut mapping system. But I think it works well enough, especially if you set it to pause on opening the wheel and play it like FFVII Remake's wait mode a bit
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There wasn't a thread for this, I think. Unless it got deleted. Anyway, I am 20 hours in. At the end of the first 'area'. It looks like a Souls like game on the surface, but the similarities are largely on the surface. This is mostly a hardcore action game in the same kinda vein as Ninja Gaiden, but with Soulslike concepts to how it designs its action rather than the more DMC-like ethos of NG. But I wouldn't really consider it like Souls, cause I think Souls is a lot of exploring and dealing with traps, and then some simple but punishing combat. This is purely about studying very complicated combat, and exploring very simplistic and repetitive levels. At least, that's the impression after clearing the first area 20 hours in or so. So it's really hard. If I'm quite honest, it's a game which can make me fairly miserable. I'm not having the best of times with it at this early stage, so I'm not sure if it's a future candidate for 'fucked off game' or whatever the thread is called. However I am really interested in what's going on with its combat, and it really demands that you study that combat to pass even the basic challenges the game throws your way. You have three stances, high mid and low. High is heavy attacks with lots of stamina drain, lots of health and 'ki' damage ('ki' is what they call stamina). Mid is in between that and 'low', which is fast and low committal. Each stance has different properties to its dodge as well, and I think block costs different amounts of ki in each stance The reason for the three stances is a mechanic called 'Ki Pulse', which is a timed 'burst' of white energy after every active skill and combo string. You press r1 at the right time and you recover your 'ki'/stamina more quickly and has other properties later on. So for the BnB combat in this you're looking at trying to figure out an approach which combines these different stances, taking note of attack properties and recovery times, as well as ki cost and trying to space the enemy out. It sounds like a lot, right? It is, it's a lot. It's a really hard game. The RPG comes in the form of lots of inventory management, which sucks. It also comes in the form of a FFX Sphere Grid style upgrade system for your different weapon skills, which is the part that's really interesting. You use a weapon a lot and it gives you a skill point which you can invest in certain skills. Like a quick kick for a chain-scythe type weapon, which is useful to proc 'ki pulse' cause it's quick and recovers quick. Or a parry move (which seems universal to every weapon), which can get further upgraded to have followups. You can equip/unequip the moves and replace with others God hand style (parry is not my style, it's hard enough to react to reactable shit in this so I use alternatives). More impactful are these buffs you unlock which grant different properties to the ki pulse for each stance. So if you get a perfect ki pulse on high stance, you get a damage buff. On mid stance, you get a 'free' block (which is a lot more important than you think for fishing for openings, at least at the beginner level I am at). then low stance gives you a free dodge. tbh, I've not been using that one as much, but mainly cause I don't know when to do so. But anyway, skills and buffs get chained together looks to be the gist of it. You don't just mash square to get through (I think). I'm speccing for fists and 'Kusarigama', which is like a scythe on a chain that pulls guys or your own guy in, and has moves to retreat and back off. Mainly I'm using the fists right now though. In general the combat is sort of based around dealing lots of posture damage, which when fully depleted puts regular enemies in a spot where you can grapple them and boss enemies in a spot where every attack deals hitstun and you can go to town. So fight design and your build combine to create very difficult combat puzzles. They repeat enemies and minibosses a lot to make you learn harder and harder variants of that combat puzzle also Here is me finally defeating Bojack, and putting an end to his terrible nonsense once and for all. Pretty basic gameplay but it's a very hard game to learn even basic stuff in. Also, you have a kind of Oni mode, called Yokai. You power up and mash the buttons, use it during the monochrome segments where they drain your ki. You can also cancel anything into a quick yokai move which you equip. The moves do things like toss spears or summon snakes. Apparently there's some defensive ones as well So yea, there's some pretty deep stuff going on for an action RPG. On the combat side anyway, everything else seems fairly prefab (levels and enemies). It takes forever to figure out basic stuff tho btw, I'm playing on PC. The port is great. It wasn't great when it came out but I guess they fixed whatever was wrong with it from back then.
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Played for a couple of hours and I'm happy to say that, so far, I've loved every minute... everyone already knew it was going to be a spiritual successor to Dead Space and apart from the inclusion of melee combat that's just how it feels. You play as Josh.... sorry Jacob.... who for reasons finds himself locked up and awakens in his cell with things very much already fallen to shit... not long after you receive your first melee weapon and after a quick tutorial you're left to it... I was worried by the dodge mechanic in this for a while but it's actually not too bad... there's no timing window, something I'm immensely grateful for as I have none, instead as long as you're holding left or right when the enemy swings you'll dodge... just don't dodge in the same direction twice. As for the hitting things, it feels meaty as in The Last of Us 2 meaty... and messy which I suppose trying to batter a monster to death would. I've picked up a pistol but so far I've not had much cause to use it... ammo seems sparse. As expected it looks really nice, they nailed lighting and sound... something that would've been criminal coming from the guy who gave us Dead Space... he sure knows his outer space. I've already died a number of times on the middle difficulty with some pretty disturbing death scenes... I think I'll be seeing lots more of these during my run time.š
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Booted this up for the first time today just for a look see... played for a couple of hours and completed four levels. For those not in the know it's a Steam punk (I guess) take on Westerns mixed with Vampires which I thought was going to be much more shooter orientated than it is... it's actually much closer to the newer God of War games than Gears of War, shit, you even open and smash chests the same way as Kratos does. So there's a definite leaning towards melee combat over ranged but there's Guns involved obviously being a Western. These work on a cool down rather than relying on ammo drops and are mainly used for hitting exposed weak points with the rifle or chip damage for the pistol then there's the sawn off which is great for obliterating shields... all standard stuff for anyone who's played a third person adventure game anytime recently. So far in terms of levels it feels very old school with very linear levels designed to funnel you from one encounter to the next. As for looks it's been a very mixed bag so far, actual game play looks ok, I'm not sure if it's a design choice or what but there's a really weird glow with everything... fire sources are ridiculously bright and this isn't even an hdr enabled game and then you have the cutscenes which everything just looks muddy and crushed to fuck... I'm not sure whats going on there. Funnily though the pictures I'll post look a damn sight better then they do on a tv.š¤·āāļø So a bit of a mixed bag... plays fine, looks a little ropey.
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So, the first game was a very enjoyable car-crash. Theyāve skipped straight to 3, because why not. And this is legitimately one of the funniest games Iāve played this year. It starts by ripping off the intro to Skyrim (and openly admits as such). Then youāre set loose into the world, to cause total carnage. If you played the original, youāll know what youāre in for. If notā¦.Jesus, where do I start? Youāre a goat. You can lick things and drag them around. You can headbutt stuff. Thatās pretty much it. The rag doll physics are proper funny. Head butting an explosive barrel, causing people to go flying is a riot. You can catch on fire/electricity, and spread that through a crowd. Thereās various tasks to do, which gift you in game currency. Which you then use to unlock add-ons to customise your goat. Currently Iām rocking a molten lava skin, with 4 paint cans stuck on my feet, and tennis balls on my horns. Most of the add-ons are cosmetic only , but some have powers you can trigger at will. My personal favourite is a firework launcher. Which when fired at cars/ people, causes them to go rocketing into the air at 90mph, ragdolling furiously. Thatās had me cry-laughing repeatedly. As you run around the open world, youāll encounter random missions you can do. Which reward you with more cash, and usually a cosmetic. Thereās already been several Easter eggs relating to other games/franchises. So again, many laughs to be had. Oh, and itās 4 player online co-op as well. Not tried that yet, but I imagine itāll be utter carnage. So, yeah. This has been bloody hilarious thus far.
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Iām blitzing through games now. Norco is a point and click adventure game set in New Orleans. The location alone gives it a very strong Gabriel Knight vibe. I say point and click adventure but Norco is closer to a conversation āem up. Most of the gameplay in the first hour plays out through conversations. Similar to games like Read Only Memories and Va-11 Hall A, and of course, Disco Elysium, without the rpg elements. The game also has a strong Kentucky Route Zero vibe. Letās see if it lives up to the reviews.
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it's a bullet hell game, and it's really good! which was sort of surprising as it's by NGDEV, i've not played all their previous games but the ones i have played were sort of average i guess. i'm not sure how to explain what makes a bullet hell game good to me, it's all about the dodging, so the bullet patterns have to be fun to dodge basically, i feel like there's a lot of shmups that don't get this right enough, as in they get it right part of the time and they're fun enough, but only cave stuff and a few others get it right most of the time, and it's early days but this seems to be doing a great job here. imo anyway. there's a few difficulty modes, practice, missions, a roguelike mode which gives you random powerups or something? there's a nice bullet hell tutorial too which explains some stuff really well. unfortunately i also have a problem with the game which is the checkpoint system, i really hate checkpoint systems, i mean it's not as bad as it could be and a lot of people seem to like checkpoint systems and i want people to try the game because it's so good so i'll try not to whine about it too much! I'd usually post about this in the shmups thread but giving it a go in a thread of it's own, see how it goes (probably badly) pc only for now i think but as the trailer below shows it's coming to everything. anyone else giving it a go? edit - steam link: https://store.steampowered.com/app/2025840/Gunvein/
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Started this on GP over the weekend after hearing a few good things about it but not really knowing what it is. Turns out it's a survival horror game with a PS1 graphical style heavily inspired by Resident Evil. The setting is a bit Dead Space though, in that it's set on an otherworldly space mining facility. All the typical RE accoutrements are present here, you'll be combining objects to fashion a key, using the sparse save rooms as the only way of saving your progress and managing your 6 inventory slots with the help of storage boxes. You'll also be shooting, dodging, whacking and running away from Zombie-esque enemies dotted around the mining facility that creepily glitch out as they approach you with your Pistol and Shotgun (complete with laser pointer) and Stun Rods. You will of course also be solving a few puzzles (none of which have vexed me as much as previous RE series puzzles though) and gradually making your way through the mining facility, trying every door to try to find a path forward, going back to previously discovered wall safes and the ilk, finding keycards and all that good stuff. Unlike RE (I think) you are equipped with a Radio and can tune in to different frequencies which then help with puzzles and other mysteries around the facility. I think I'm only about 2.5 hours in so far, it's not meant to be overly long (HLTB says 8-10 hours) but I'm very much enjoying it. The atmosphere is spot on and the PS-era visuals somewhat unique in a day and age where 8/16 bit visuals still seem to be so popular. I struggled to put it down last night, highly recommend it so far. Pics:
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Iāve played about 3 hours or more of the campaign which I believe is about half way. Itās alright but itās like a ābest ofā of the series. Think of it as a Now Thatās What I Call CoD! Track listing includes: A swimming bit. A sniper bit. A gunner in the skies bit. All the hits dating back many years. The story and overall attitude of the game is awful Iāll say that. Dude bros with guns. No one is likeable or too much different for anyone else. The game is very linear as to how you can tackle each short segment. Be a few metres away from where it wants to be and youāre killed. I look forward to multi once the campaign is done with.
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Roller Drome seemed to get talked about a lot right before release, then no one mentioned it again. It's a CEL shaded roller skate arena game with similar muted colours to Sable. Presumably deliberately it reminds me of old 70s genre films. The concept is kind of Running Man, you enter arenas and have to shoot the house players. To reload you have to do tricks, this refills your ammo, killing enemies gets you health back,and there's a bunch of different enemy types. I wasn't feeling this originally, it just felt flat and boring, frustrating even. Movement can be a bit odd, you don't control your momentum, press forward to start then leave it, concentrate on steering, jumping and tricks. Get close enough and there's an auto aim to shots, with some of the weapons having slight tricks to them. There's a dodge, time this with the slow down time mechanic, usually used for aiming, and you get an extended period of slowed time. There's challenges to the levels, things like performing certain tricks, kill enemies with certain weapons, and I think it's this stuff that was annoying me. It's probably best to just beat a level then revisit it and try to get one or two challenges each time, that's not how I was approaching it. You need to beat a certain number of challenges to unlock the next set of levels, so I was trying to beat everything all at once, you just don't have that sort of control early on, or I didn't, I did much better when I came back after a break and went back to the earlier levels. I'm still not sure I see the really high scores for it, but when it does all click with you it is fun, really fun at points
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Well this pretty much came out of nowhere. Like, I didnāt even realise it was out. I remember it being announced, but not much after that. The original Tales game was one of the best things Telltale came out with (Walking Dead peaked after their first season, and by the end was crap). Iām not an expert of the franchise, Iāve only finished 1 and 2, and some of the DLC. But that didnāt stop me from having a great time with Tales. So, now we have the sequel. Though itās āepisodicā, it plays out as one big game, giving you a break between episodes. Iāve just finished Episode 1. And so far, itās off to a good start. The dialogue has been amusing enough. The story, which switches between 3 playable characters, seems solid enough. Thereās zero puzzles, so youāre mostly down to making dialogue choices, and occasionally wandering around the area to trigger the next set piece. Thereās a fair few Quick Time Events, but theyāre easy enough. One review said that the hacking mini game is laughably easy. It is indeed, and makes you wonder what the point of them even is. It warns you āfailure has repercussionsā. But honestly, youād have to put your controller on the floor, to fail them. The IGN review said the final episode is a train wreck, and almost ruins the game completely. We will see how that plays out. But so far, yeah, this seems decent enough.
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Iāve played this for 4 hours now. And the harsh reviews can honestly fuck right off. Theyāre way off the mark, in my opinion. Usually, Skill Up does decent reviews, but I donāt agree with his video review of this. He moans that unlocking āKnigthoodā for all 4 characters is a massive grind. Is it bollocks. There are two ways to level up. All characters share regular XP, so you can freely switch between them. But each character has a 4th skill tree, Knighthood. This needs to be unlocked for each character, and you do so by killing 3 mini bosses, and solving 10 crimes. In my 4 hours, Iāve got Knighthood unlocked for 2 characters, and almost done it for a 3rd. The way he moans, itās like itās a huge chore. He also creams his jeans over Arkham Knight. Personally, I thought that game was boring as fuck. Iāve had more fun with this, than I ever did with that. Iāve also seen some people complain that one fight sequence has the rock remix of Livinā La Vida Loca. To those people I say āHave you even played Saints Fucking God-awful Row?ā. What a stupid complaint. Anyways. Combat-wise, this aināt Arkham. Thereās stealth takedowns, but Iāve not had opportunity to use them much. So far, thereās not the vast array of gadgets that Batman had in Arkham. But, each character has their own play style, and abilities. Robin has been quite fun so far. A lot of people got pissed off when it was revealed this is 30fps on consoles. Iām no graphics expert, and to be quite honest, Iām happy with how this looks on PS5. It looks pretty damn good to me. The story has been interesting so far, and itās worth swapping characters, as they periodically have their own side missions, which further develop how theyāre coping with the loss of Batman. So yeah. Iām having a great time with this so far.
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Started this last weekend and have got about 90 minutes in, in Act 3. Hasn't made much of an impression on me either way at this stage. I really like the atmosphere and unique HR Giger-Alien-esque inspired visuals, it looks and feels really unique and the only similar title I can come up with is something like SOMA. The way it plays is a little less original, it feels much like an old school PS2-style puzzle game really, there isn't a lot of direction and you're completely left to your own devices to figure out what's going on and what you need to do at any given time. So far I've been put in a level that you're free to wander about and in that level are various weird contraptions you'll have to suss out what they do and what goes into them etc. and once figured out this'll eventually open a door to a new area. The beginning of Act 2 was a bit of an anomaly though as you're just put in this linear desert-like environment and left to figure out where to go, luckily it's pretty easy to discern the path but yeah, no puzzles during this bit. I have been using a guide throughout as I'm so bad at puzzle games and got stuck for awhile at the beginning just in the prologue area lol. So yeah, it's alright, I wouldn't pay anywhere near the £33 they're asking for it on Steam but as a short GP title it's a nice palette cleanser of a game as long as you don't expect to much from it. Pics:
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I want my mummy... Spent a few hours with this through Game Pass (Xbox obviously)... think I played Innocence toward the tale end of last year and so far this feels nicely familiar. I'm up to Act 3, the first act being more or less a tutorial and the second playing pretty much how you'd expect. Things start harmlessly enough but it doesn't take long for things to fall to shit and the whole world wants Amicia dead for reasons... this time she can fight back a little more, she has a stealth attack and can knife enemies, I haven't got her Crossbow yet but like I say I'm only up to Act 3. You can also break line of sight and hide again if discovered, I can't remember if this was a thing in the first, if it was it was bloody difficult. Some of the views look stunning and so far it's played nicely... there's no performance or graphics mode so I'm not sure if it's locked to 30fps or not... think I saw somewhere that it's 40fps if your display supports 120hz (mine does so who knows) I ended up really liking the first so I'm looking forward to playing more of this.
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Have spent around 7 hours with it or so, just mashing around in neutral. The game looks beautiful. I prefer its look to strive, even tho I like the 2d look of that I much prefer the clean look of this, where everything is more readable. Right now you're thrown into a very mixed pool of skill levels, tho there is a generally high enough level of cluelessness and the new mechanics are so powerful that you can sort of get by. I don't know what cancels into anything so I'm just really mashing out opportunities to knock somedown and hit them with fake-ass meaties. Did a 5 match set with some random luke and it was 3-2 to him. had a one and done with a juri just now, she won, but I'm happy I converted drive impact into super at around 15:00. That's my gamer goal achieved for now, who cares that I got bodied :x Then I played Mr Hadouken, the reason I got so bothered by the fireballs is i forgot which of Kimberly's kicks low profiles the fireballs, it's forward down medium kick I think. Also I kept trying to do it on frame disadvantage, anyway put a stop to that shit Drive impact seems.. well impactful. It's a very high committal move with lots of startup and recovery which armours through your opponent's offense (you take some damage but it takes multihits to knock you out of it, or a grab). I imagine at mid to higher levels it introduces a more dangerous kind of RPS into pressure and neutral interactions. It's one of those things where it's hard to know how people will feel about it until the meta settles after the game's release. Right now it's one of those mechanics which I'm just giving the benefit of the doubt to, that when the full game is understood it won't feel so caveman-like. Your ex gauge or whatever it is called is used to control your access to your ex moves (think they have a different name in this, it's when you press two buttons at once for more powerful attacks and conversions). But it also gets drained on block, so if you're very passive you get 'burnt out' or something which means other than you get dizzy and stuff and they can just wail on you. But there are also mechanics in the game to gain that meter back, only one I know of is the parry mechanic which is when you see someone sort of go all blue and smokey, don't really know how to leverage that yet though. I guess there's other things which return meter but I need to learn about it more There's also a mechanic called drive rush, it uses 3 out of your 6 bars to extend pressure and combos, similar to GG roman cancel. You can see the Juri use it, it's when she goes all green and shit (and you can see me labbing it in the training before the match). Seems like a hell of a high cost to do that though. Training mode has cool utilities to display when something is special cancellable and also where the 'links' are in move properties to link into the next normal, which is very useful as the concept and timings of links is something I'm not used to. They seem to have really good teaching tools for that kinda stuff. I'll probably spend a few more hours with it but I largely don't go too crazy with fg betas cause it's just not enough time for me to comfortably spend figuring stuff out. But getting a general sense of the system mechanics is all I really want atm anyway. I don't think I'll main Kimberly in the main game but mostly cause I want to try a more of a zoner character, and everyone in the beta is a rushdown from what I see. I think her gameplan is a combination of controlling neutral space with the canister bombs, and using same bombs to setup pressure concepts in the corner. She has a sprint move which can be cancelled to throw people off, haven't figured out how to really use it tho. She has command grab finishers to some of her stuff. Some of her stuff seems mad fake to me though, like the cross up heavy kick forward thing she has. I don't know how you make that ambiguous, tho ultimately again this is not the character I'm interested in playing just the one that appealed most in the beta. I'll probably stick with her going forward into additional betas tho, to keep up some learning momentum with how short these things are. Diaphone has some cool stuff with the character https://www.twitch.tv/videos/1614357197 Netcode is fine, rollback like Strive. Get basically the same number of frames in this as I do that. Anyone else get in?
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I originally played this through Game Pass when it was in early access (on PC, I think it's on console too), and enjoyed it so much I stopped so I didn't ruin it. It got its full release last week and Prodeus is still really good It plays like a mix between the original Doom and Quake 2, fast like the former with those level layouts, but with the tone and look of the latter. Only with Quake 1's soundtrack. It's kind of my ideal fps I guess. It's made with voxels I think, so even though it looks modern and sharp(ish), it had a muddy, grungy look to it. The levels are a decent length, but there's orbs hidden in there that are used to buy new weapons and upgrades, like the double jump, and so hunting these down adds a lot of length to the levels. Which leads me to a bit of an issue, it's annoying when you can see but can't work out how to get š but also, I've basically been playing through the game twice. It's a good Steam Deck game, but I'd rather play with a mouse and keyboard, to use a cloud save you have to log in to their servers, which I didn't really want to do, so I've got 2 separate saves on the go, which means doing every level at least twice, some times more as I hunt orbs. It's also a bit too easy, I've had one level so far that's felt like a challenge, and even then I suspect I'll tear through it when I next do that level. At some point I think I need to at the least bump the desktop version up to hard I did a video on it, I'm never sure about posting these as it feels like self-promotion, but it's a gameplay video
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I played this on game pass, having tried the demo during one of those Steam events and liking it. Beacon Pines is a cutesy storybook adventure with darker undertones. The big conceit is you find "charms" through talking to characters, looking at things in the environment or overhearing other characters etc. At certain points in the story you're presented with the option of choosing from 2-3 of these charms to decide what action take in that situation. The story branches off according to the choice you make, you might die a grizzly death or head off on a completely different version of the story. You can go back to any of these branches and try the other options, sometimes you'll find another charm down one branch that lets you make a different choice in an earlier decision. The branching thing is more superficial in the end than how the game initially presents it to you, you end up exploring most of the decisions on the way to getting the ending anyway, but it's fun and engaging. It's about 5 hours or so in length, which is just right. It doesn't overstay it's welcome. The presentation and art style are top notch.
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Iām about an hour into this on Switch. It has the same kind of relaxing vibe as A Short Hike, although I would not say itās as good as that game, so far. The art style reminds me of Hidden Folks. The game is literally just you running around taking pictures for people. Itās very pleasant, although for Eurogamer to call this āessentialā is stretching the meaning of essentialā¦
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This is like edgy Deus Ex, it's immersive sim with a Rob Zombie soundtrack, or if JC Denton shopped at Hot Topic. It's the most 2004 thing you'll ever play, but it manages to thread the line well enough that it stays interesting. Especially if you were into the style this game is going for, if you had like an emo or nu-metal phase or whatever. Also vampires are supposed to be edgy so it would be dumb to complain about. It's an immersive sim with all the same building blocks as Deus Ex. Social engineering skills, special combat abilities, hacking emails and picking locks type of stuff. Hack to find the password, or intimidate a guy into giving it to you. Rewarding players for thoroughly exploring levels to find unique ways to deal with things, tho the actual missions in the game are a bit of a mixed bag and not quite on a Deus Ex 1 level. You do get the standard selection of nice and dickhead dialogue choices tho, with interesting consequences which interact well enough with the game's economies (mentioned below) It's probably more about the style and atmosphere though, and what makes it unique though is some of the other economies that exist in the game. One being your 'humanity', which goes from 0-10. You gain humanity if you help save an innocent, you lose it if you harm innocents (which can also mean stealing, not just killing), both of which can happen organically in gameplay or as a consequence of a quest decision. So if you explore thoroughly and pick the right dialogue you can remain a decent vampire, but sometimes it's not a bad idea to fall into beasthood a little bit. Maybe a guard is in the way and you don't want to engage with the terrible stealth mechanics, for instance. Flipside is you will lose out on certain dialogue options if you become more of a monster (have not seen what so far). The other thing is masquerade violations. Betraying the existence of vampires is one, feeding in plain sight can trigger that. Apparently they send vampire hunters after you and if you get 5 violations the game completely ends, or something like that, which sounds pretty hardcore to me. I don't know how you would trigger it outside of doing something incredibly stupid tho. Then obviously blood is a resource as well, used for 'casting spells' or buffing yourself. You can also feed it to other people Its story is about vampire politics and stuff, trying to take control of LA. There's some branching story decisions it looks like depending on which of the main story factions you align with but not sure how far it goes. I picked my clan by just picking answers from a questionnaire and was assigned Tremere, not cause it seemed the most interesting but I figure it's better to sort of role play it and pick whatever suboptimal class the game throws at you. They're physically weak and good at shooting guns, hacking and blood magic which causes everyone in the vicinity to vomit blood and stuff, so you'll know me by the trail of bloody vomit and hacked emails. There's another clan called Malkavian which sees the future which apparently means their dialogue choices spoil future events in the story, which sounds like a really funny and novel idea but definitely not how I wanted to start off. I'm way into it, I think. The technical quality of it is a mixed bag but it's pretty immersive. Anyway hopefully they pull that sequel into shape at some point.
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Tinykin is a 3D platformer collect-em-up, reminiscent of something from the N64/PS1 era (but a smoother, more modern experience, naturally). You travel around the levels amassing a bunch of different coloured pikmin-like critters which have different abilities, solve some very light puzzles to complete a bunch of tasks to earn an object and open the way to the next level. It's cute and plays well, it just keeps you going without putting obstacles in the way of your enjoyment. It's nothing earth-shattering, just a simple fun game. I played it on game pass, starting on Thursday night, and completing it the next evening. It felt like time well spent.
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I'm pretty sure the venn diagram of this forum and this particular game is just two completely separate circles situated three miles from one another. However, I'm nothing if not weird in my game choices, so let's talk about it anyway. This is Animal Crossing meets Kingdom Hearts as far as I'm concerned. The Magic Kingdom has been taken over by a weird darkness (which also has the side effect of making famous Disney characters lose their memories), and it's up to you to cast out the darkness, visit different characters and restore Disney to its former glory. You do this by completing various tasks , whether that's finding Goofy's fishing rod, setting up Scrooge McDuck's store signs (more on him in a minute) or simply by planting and harvesting different crops. So. Mr McDuck. The Scottish, money-swimming capitalist. He's Tom Nook. Buying/upgrading stores or buying clothes and decorations all goes through him. And his prices are just as disgraceful as Animal Crossing's awful banker. I've paid him to make a little store for Goofy (and subsequently upgrade said store). I've paid him to build his own store, and then spent MORE money in there. And it seems he exists solely to leech from my wallet. At least he's true to character, I suppose. It seems to have a lot more focus than AC right now. While I've never played it, my understanding of AC is that you don't really have a specific goal list where you can change your tasks and set new ones. This has an actual focussed goal list. And while that might mean the end game could end up a bit pointless, Disney have almost a century's worth of content to draw from, so they should have no trouble keeping it interesting. The music is just so. Fucking. Charming. From symphonic takes on Let It Go and How Far I'll Go to the simple When You Wish Upon A Star, there's an awesome little tracklist that rotates, and it gives the game this unique personality that's incredibly sedate. Graphics are... functional. They do the job, but they definitely aren't made to impress. There's tons of character, though. Especially in the Disney character models. My biggest negative, and something that keeps niggling is that the controls feel really loose. It's almost as though your avatar is on a slight delay whenever you press buttons. There's no combat and nothing that needs a huge amount of reaction time, but it's just a little distracting when it looks and feels like you're floating slightly above the floor, rather than actually walking on it. After doing my first batch of goals, I've chosen to go to the Moana-themed level. I've stopped it there, because I started last night when Oscar was in bed and I want him to see it, but it's seemed to worm into my brain already, and I definitely want to see more of what it has to offer.
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Sam Barlow's latest game, who did Her Story (which I've not played and know nothing about) and Telling Lies (same) I spent about 5 hours last night and saw credits, however I don't think I'm close to complete I just happened to trigger the scenes which lead into credits. I'm sort of frustrated by it and not sure where it lands with me. It's very hard to talk about without spoiling stuff but at the very least the premise can be explained (it's in the trailer), it's about an actress who starred in three films which never released. One made in the 60s, the other 70s and then 90s. You're reviewing footage of the films and behind the scenes stuff, and some other stuff that's a spoiler. You're supposed to look at the videos and click through different points of interest to unlock other footage, which could be directly connected (same people, same movie) or decades apart. The reason I find it frustrating is there's some stuff it does really well and other stuff I'm not convinced about. The stuff it does really well is it's absolutely an impressive production that's all about fetishising the movie-making form and how it changes over time and between genres. You've got your sexy Chinatown style neo-noir, some weird Lynchian style thriller, some really schlocky yet to fun to watch erotica. It's very self-reflexive, looking through the films at itself sort of thing. That stuff is either going to hit with your or it won't and it will depend on your own movie interests and history with some of the stuff it seems to evoke, I think. It's just the interaction with it all leaves me feeling a bit weird. The three movies basically are a series of linear narratives broken up into a bunch of hyperlinks to each other. There's an obvious thematic link with some of the stuff they're going for and as you slowly thread all the fragments together some of the stuff will lock into your brain as being significant. It's a game about the act of viewing stuff obsessively over and over and unlocking these links. You don't just watch something once and leave it alone, you rewind that shit back and check again to notice stuff that maybe escaped your attention earlier. But the gameplay mechanics for establishing said links seem completely random to me. I ran into one which seemed very deliberate and hinted at a big secret behind one of the BTS events for one of the films, but I went back later and found out that the way the two scenes were laid out was completely coincidental. The thing I deduced was accurate but the act of the game showing it to me seemed like pure RNG. But I guess that could also be the point? I don't know. It's sort of challenging stuff, I think it getting a 10 from Edge and being on Gamepass means it will get put in the crosshairs of lots of 'games should only be fun' type of folk, but I do think the interactive part of the narrative struggles a bit to relay the clear ambition of this piece. I think my opinion on it will change a lot though when I find the rest of the clips and have actually 'beaten' it and can go back and study the footage more freely, rather than doing this weird whack-a-mole type thing unlocking it all