Search the Community
Showing results for tags 'PC'.
-
So this has a demo out, presumably on every system, and it's relatively chunky at around 90 minutes to two hours. Turns out it's pretty neat and I actually bought it on a whim after the demo ended. One thing I noticed right away is that despite there being lots of discourse about it, most of it was so focused on its technical side that I never really knew what kind of game it actually is. So I was a bit surprised to find out that it's not a linear run & gun shooter, but more of a story-driven adventure with (very) slight Metroid elements, platforming sections, a couple of (easy) puzzles, a skill tree and some downtime sections where you talk to NPC. Not saying a straight up shooter would have been worse than this cocktail but the fact that there's more to do than just click on heads was a welcome surprise. I also really enjoyed its opening act – the story is a relatively trope-heavy YA mix of different things, but it's surprisingly engaging IMO. On the gameplay side, while it's not all shooting, the shooting part is still the meat of it, with every aspect of the skill tree boosting your combat prowess. As the Avatar Unforeseen, you can wield all four elements three magic types, which means you have the funky equivalents of a rifle, a shotgun and an SMG build into the gauntlet on your hand. Per magic type are three subtypes and there's a bunch of other stuff like Overdrive and more powerful spells filled by a mana gauge. It can feel a tad overwhelming at first but you'll soon learn to wield them properly, pick out snipers with blue magic (rifle), pull in supports to finish them off with the red magic (shotgun) and slow down brutes while pumping them full with green magic (SMG). I do want to point out though that it's a very static game in the sense that all the horsepower of the console is being used to make it look as pretty as possible. There are zero physic toys available here, the world is purely decorative. I'm not too bothered by this but it does feed into the discussion that hardware resources are being used for ultimately irrelevant things today. Speaking of, visually it's really stunning, as expected. I think there have been a few patches since release that increase the native resolution and make the upsampling a tad less aggressive. It does look sharp, but I'm only on 1080p, so hardly a high-end benchmark situation. But it also runs a but sluggishly at times and can only really hold the 60fps target in closed-off spaces. Which I think is the exact opposite at what it was at launch, when it was locked to 60 no matter the cost. Probably would have preferred that to be honest, but at the end of the day it's not a dealbreaker for me. But so far, so good. I wish the demo had come out a bit sooner, because I think it might have helped selling a few more copies and avoiding the unfortunate downsizing of the developer. Getting greeted by this when booting it up feels really bittersweet now:
- 2 replies
-
3
-
- PC
- Xbox Series X/S
-
(and 1 more)
Tagged with:
-
Quick thread to kick it off. I'm 2 chapters in, trying it on hard mode (you cant change after selecting, warning for that upfront). Beat a boss fight It's got some cool visual stylings, but it's a game I'm not sure I have calibrated correctly. It's extremely dark and grey, have went back and forth on what the intent is here. If I set the HDR brightness high it improves things but washes out many of the darker scenes. I think they really want you to play in pitch blackness. I don't want to dunk on the game too early in, it's one I was looking forward to. But I'm finding it a bit boring. It's got some interesting setup, very Twin Peaks. I guess even similar to season 3 in a sense, given the time gap. But I don't really feel like I'm investigating stuff, I'm just sort of running through mazes and corridors unlocking the next exposition dump, and a samey FMV jump scare happens now and then. Then you go into the 'mind palace' and stick photos on a wall by pressing A a lot. I read a review which says it gets off to a very slow start though, so maybe I'll turn around on it. I hope so anyway. By this point with Control though I was completely bought into it. This in comparison is feeling very standard, at least in these early hours
- 20 replies
-
3
-
A Space for the Unbound is an adventure game set in Indonesia in the 1980s. It’s about a couple of high school students but there are magical elements to it too, which gives it the atmosphere of something like a Studio Ghibli or Makoto Shinkai film. I’m impressed with it so far. If nothing else, l would love to see a Final Fantasy game made in this style.
-
I’m having a blast with this. It’s a completely free rpg in the style of Ultima, but modernised. Developed by one person, Dene Carter, who apparently was the co-creater of the original Fable. I’m about two hours in. It has an overworld map, with lots of dungeons and towns, as you would expect in an rpg. Dialogue is prompt/topic based, which if memory serves was a feature of the old Ultima games. But it’s all done in a snappy, modern way. I feel like I’ve gotten good bang for my (zero) bucks so far. I loaded it up thinking I would play it for 10 minutes today and an hour disappeared.
-
Made a quick start and done the first set of races/championship & part way through another. Initial impressions, the handling instantly feels great. Just opening up the next set of tours the progression system seems promising with a variety of disciplines to get stuck into. Graphically it’s impressive but I can’t help but be disappointed. It’s a noticeable step down from the initial trailers. & while they do look great the cars have a weird uncanny valley (but in car form) look to them. This is an area GT7 excels, in particular the paintwork and light clusters where I was hoping FM might catch up. So GT7 is still the car porn game of choice. However the tracks themselves along with scenery and weather effects look better here to me & the cars get wear on them throughout the race which gives this a much better visual look & realism overall IMO. Plus when using the chase cam the cars look like they’re actually turning not just pivoting from the center. Huge shout out once again to the audio. They’ve excelled themselves once again. It’s a significant step up even from FH 5 which was no slouch in this department. Only used 3 cars so far but they’re ones I’ve had real life experience with and they sound near perfect. The environmental effects such as heavy rain hitting the roof just fits perfectly too. Top marks. A couple of early concerns though. So far it’s making me do a 3 lap practice sessions before each race. This just feels like a huge waste of time for the most part and should absolutely be optional. Why it’s forced I’ve no idea, I really hope this goes after playing for a bit. Another is the car upgrade path. You essentially level up a car by using it by getting XP for overtakes and nailing sections of the track. What this means is unless you’ve actually used a car for a few races you won’t be able to buy upgrades for it. This seems absolutely ridiculous to me and actively discourages you from using different cars. It’s insane. I’m just hoping it’s not as bad as it initially seems. Apart from those niggles early impressions are still strong though. I’ve thoroughly enjoyed my short time with it so far & looking forward to getting stuck in more. It just feels great. It lets you set your grid position too and the satisfaction & fun of starting towards the back & fighting though the crowded pack is pretty much unmatched already.
-
Picked this up because I needed something to get my gaming juices flowing again and it has reviewed very well. It’s basically out on everything. I’ve played around 40 minutes and it mostly involves solving environmental puzzles similar to something like Hob, without the combat, which was a game that I quite liked. Nothing taxing so far. My current save file is saying 22% which would mean that the game is probably in the 3-5 hour range. I don’t have any problem with that considering the length of other games I’ve played this year.
-
Started this earlier (didn't try the demo earlier in the year) played for around 2.5/3 hours. Not sure what to think of it yet, it OK to play I guess... definitely not as tight as Elden Ring, there's been a few times where it's seemed like the buttons were a tad unresponsive... and I've also been stun locked which is very annoying. Looks wise it could quite easily be a sequel to Bloodborne... it's very similar. Looks pretty decent though, nice and sharp... I'm playing in quality mode but I have no idea what that does to resolution and framerate in this though. Like most Soulsborne games I'm feeling a little lost at the moment tbh... what with the amount of random items I'm picking up and the amount combat notes being thrown my way... we'll see how far I make it in this as I've read it's fairly difficult and unlike Elden Ring I can't ride on the coat tails of better players so don't be too surprised if my next post on the game is in the "Sacked that off mate" thread.😂
- 6 replies
-
3
-
- Xbox Series X/S
- Xbox One
-
(and 3 more)
Tagged with:
-
I'm a few hours in, steam says 6 hours but it's closer to 4 with AFK. I'll say so far it's not what I was really expecting, which I mean in both good and bad ways I guess. Firstly it's not really a BGS take on No Man's Sky, or Elite or any of those games. It's not really like Skyrim either though, so far. What it feels more like is a Bethesda take on Mass Effect 1, in that it's an open 'universe' game that's very fragmented. You have central hubs which contain lots of quest givers, then menus which connect you to the rest of the universe. You have bespoke planets like Mars which contain a small open world and settlements. You go in your shuttle and take your pick from a map, and you end up in front of a skybox which represents the nearby planet you're orbiting, and there's some random encounters that can happen out there So that's the way the space travel works in this. You can also immediately just travel somewhere by opening the map whenever you want. That seems kind of spoiling the fun to me though, like a way of making things feel small. In a sense, this is pretty disappointing. Not because it isn't a massive seamless space sim, but moreso the way all the transitions are handled. It seems kind of dated and disconnected. Taken in context it might not turn into such a big deal when the rest of the parts come together and questlines progress. But it does feel a little bit of a misdirect by Bethesda, intentional or not, as to the true character of this game. But in any event Mass Effect 1 is an extremely good game that holds up, so its take on space exploration isn't a bad one to ape. Question is does it work well within the framework of a Bethesda game The setup is pretty dry. It also kind of feels like Mass Effect a bit. You get your macguffin and a companion goes with you. Reviews have said it's a good idea to prioritise the main quest, for gameplay and progression purposes. I don't really know why, but I did plan to mostly stick to it with the odd sidequest rather than drag the pacing out so that's fine. But the universe is not level scaled like Oblivion and Skyrim so at some point you will presumably be forced to do optional stuff to account for that. Also just in general, mainlining a main quest in these games seems like shit advice, you want to weave those sidequests in as well One thing I like: your companion can input on dialogue interactions. Went to a sort of Mos Eisley place on Mars where my companion butted it and haggled with another NPC. This was a sort of tutorial for this mechanic, but it would be an interesting example of the game's flexibility if these quest interactions also extend to the other optional companions you can find. I don't know that they do that for a fact, but you would reckon that they do. Another thing I like is this one quest early on where a guy asks you to find some patient data he misled, and just tells you the general area he lost it in. No waypoint for this quest, you just sort of wander around and it forces the player to take in the environment and incidental dialogue, as well as read signs and develop a mental map of the area layout. Not that the dialogue is riveting or anything, but it's a minor pivot back towards the design of stuff like Morrowind where the world was the point. In terms of reactivity, I picked a trait called 'Serpents Embrace' that made my character addicted to grav jumping or they take a debuff (and a buff if they do grav jump). I completely misunderstood this when I picked it, I thought it meant I had to literally jump all the time, but it means warpspeed jumps with your space ship. Doh. Turns out this also means they are a follow of a thing called the faith of the serpent, which is a pretty edgy backstory for an introverted chef. I got unique dialogue options during one quest because of this, so maybe there's more things like that which branch out and lead to different options. I also like how gravity effects the combat. You can cyberpunk style spring jump over buildings and lightly glide an explosive down a hallway, gently carried by the low gravity of Mars, like a spicey present for the space raiders. It seems like temperature might also play a part in outworld exploration, but I'm not sure in what way really. In terms of hubs, the first hub is a bit boring. Too green. But the 2nd one I went to on Mars was pretty cool and reminded me of Omega in Mass Effect 2. Also seems to be the place where you can take jobs from bounty hunters, if that's the way you want to point your character. Things I don't like, exploring the surfaces of planets seems mad boring. It's just a bunch of fucking rocks, the lack of a Mako is keenly felt. At the very least tho they have different environments. I took a radiation debuff on the surface of the moon which apparently fucked my suit up. Another thing I dislike though it's subjective, they put a weird filter on the game in certain worlds. The starter hub area has The Matrix filter on it. Shit's green all the time. The Mars area has a red filter. You can walk in a room and see the filter fade in and out, it's very weird and overdone and leads to a blown out look. It doesn't look good on OLED, looks fine on LCD though No HDR btw, at least not on PC. You can get auto hdr working using a weird work around, but it looks bad and make things more blown out so IMO stick with SDR. Apparently it's a similar situation on Xbox
-
FromSoft isn't messing around! Giant Mech✔️ Missile launcher✔️ Big gun✔️ Laser sword✔️ Jet propelled agility✔️ ..And go! This isn't Metroid however, this is your standard tool kit. Master it quickly. You get about the first couple minutes to introduce you to the controls. Then, you're on your own. Free to roam and battle as you wish. Your first objective has four markers, to be approached in any order. Naturally there is a lot of distance between each and From is quick to demonstrate that the enemies have the advantage. This is their base, you are the intruder. Be prepared to fight waves around any given corner. Some nice little Codec-like voices are your only warning the enemy has spotted you. The controls have come a long way since early AC's. After only an hour or so, I get what they were saying about taking what they've learned from Souls (more from Sekiro, really) and applying it to AC. Combat is fluid, reactionary and fast-paced. It all feels really intuitive, however. I imagine the first boss will be a rude awakening to any new to AC. I died a handful of times. But, this isn't Souls. This ain't no Vanguard either. I didn't defeat the boss by learning it's patterns, tells and counteracting them. No, I beat the boss by making the most of my own abilities. Your handler gives you one hint to dodge a specific attack. But it's more important than it seems. I mentioned Sekiro before, because you have the same meter system to the boss fights. Get the bar into the red with sustained damage and not only does this put the boss in a stunned state. But they take more damage too. Be careful that it does work both ways. Not to mention the cooldown to all your weapons and dodge/agility capabilities. This is all demonstrated in the first boss fight. When I "got it", I smashed the boss quite easily. I didn't get long to play today and likely even less time tomorrow. But just from the opening mission, I'm very impressed.
- 11 replies
-
4
-
- PS5
- Xbox Series X/S
-
(and 3 more)
Tagged with:
-
-
-
I'd like to preemptively say that I'm enjoying this very much, but I want to start off by mentioning two major flaws because the game can potentially put you off initially before it sarts to come into its own. First of all, do not play it unpatched. Because I have a very slow internet connection but wanted to give it a shot right away the day I got it, I installed it offline and dear god. Whatever "gold" version they pressed on the disc here is basically an alpha version. It looks and runs significantly worse than the finished release, it lacks fundamental gameplay elements (no lock-on for example) and even the settings menu barely has half the amount of options you eventually have at your disposal after it's been patched. Deep down I think it should be unacceptable to release a game in this state but we're so far down that path already that I feel like wasting my energy to point it out. So, tl;dr: don't play this without the Day One patch. Secondly, the game itself has an incredibly weak opening. Think back to how masterfully The Last of Us introduced us to its world, its protagonist and his motivations in a very effective 15-minute rollercoaster. Now imagine the complete opposite if that and you have a good idea of what Atlas Fallen's prologue is like. It's magic mumbo-jumbo mixed with a visually very unappealing tutorial area and leaves a very unappealing first taste. That said, now to the good stuff, because at around two and a half hours of playtime the game does its own 180 and turns into what I'd summarise as a surprisingly enjoyable mix of open world action game and light RPG. After the tutorial it throws you into an open world hub that's big enough to be believable as a place but small enough to not feel overwhelming in a way few modern games are. And while the game's structure with quests and areas being gatekept by enemies above your level is very RPG-esque, the actual progression system does kind of its own thing. Instead of collecting XP and levelling up, your character becomes stronger by upgrading their armour and unlocking Perks associated with that progress. In parallel to this you find, in a very motivating pace I might add, a lot of active and passive "Essence Stones", which are basically skills and buffs that enhance your options during combat. Combat itself is a mixed bag and also a clear indication that this doesn't go all the way as an RPG because there's only one way to approach it and just a couple of variables through the aforementioned stones. The game is build around the so-called momentum gage, which fills up as you attack and do other violent gamey stuff. Said gauge is split into three segments and every segment is linked to one skill you previously equipped, with the third one obviously being stronger than the first. The higher the gauge, the higher your damage and the lower your defense, which is described as a risk-reward mechanic but doesn't really feel that way because you have no control over it. Generally speaking, this all works rather well and is good fun, but I have two problems with it: firstly it's very, very easy to miss the indicator for off-screen attack prompts, so I'm getting hit quite often. Might be a me-thing though. The other one is not though and that's the very wonky lock-on. Bigger enemies have multiple body parts you can destroy for better loot but the lock-on is so finicky against those enemies that you sometimes can't get the right part locked or the game refuses to let go when you'd rather want to focus on the small mob running around etc. There's ways to work around this – my solution is not using lock-on at all until there's only the big one left – but it's still something to point out as a flaw. Outside of combat the game basically just consists of exploration, which is fun both thanks to the world's verticality and the protagonist's mobility, who can double jump and air dash. Moving around feels very good and it's here the game feels most polished. In other areas, like dialogue sequences, you can tell this is at max a double-A, sort of euro-jank title marketed as a big-hitter. Visually it's very pleasing, but with noticeable pop-in and very outdated character models that wouldn't look out of place in a PS360 game. I do want to point out though that Deck13 is using its propriety tech and hasn't jumped on the Unreal-bandwagon so huge respect for that, because all things considered this is a technically very impressive game for such a small studio. Six hours in the story hasn't really evolved much beyond the initial mumbo-jumbo and still resolves around the protagonist's gauntlet and the spirit of a Navii trapped within, but when the actual moment-to-moment gameplay is this rewarding it's not a big deal for me yet. How on earth this is sitting below a 70 on metacritic I have no idea, but then again the same thing happened with Venetica back in the day. I think US outlets in particular have a really hard time accepting the space in-between triple-A and indie, you rarely see them really value the effort put into these games and maybe looking past a flaw or two. Or maybe I'm just too partial because it's a German game, I don't know. Anyway, I think a few people here might end up enjoying this, you just have to be prepared for a sub-standard opening and be ready to play around some QOL flaws during combat encounters. I've also heard it only takes about twenty hours to complete, which I think is a good sign in this day and age of bloated open world releases.
- 3 replies
-
3
-
- PS5
- Xbox Series X/S
-
(and 1 more)
Tagged with:
-
I played the first hour or so of this. The game has a very bombastic opening although I think it was largely shown when they first revealed the game. The opening “escape” sequence is snappy, much faster than the opening of DOS2. Dialogue scenes now play out Mass Effect style which gives the game a slightly more AAA feel. Character creation is pretty breezy, I didn’t spend too long on it. You can choose from five different penises. I just made my character a human fighter. My main takeaway is - no crashes or performances issues. Long may it continue. After a few more hours I should be able to comment more on the differences between this and Divinity, but so far so good.
-
I've played a few hours of this and I think I get it enough for some early impressions. It looks kinda out there but it also sticks to a lineage of Hero Shooters for the most part. There are 10 classes to choose from: 4 damage dealers, 3 tanks and 3 support. But one of each are unlocked as you rank up (or available from the start if you pay more (yes, there's a bunch of this malarkey, battle pass etc. 😐 )). So how a general game plays out is you pick a class, anyone can be any, it doesn't force anyone into a certain one but I can't see a lot of success in not having someone be one of each. There's 5 people on a team but you are also pitted against another team who is racing you to different parts of the map to dispose of these dinosaurs that are falling out of portals (I'll get to that). You don't interact with the other team, they're ghosts you're competing with in the first round. The second round it changes to something a little different. There's different modes it might change to but most of my games it became a payload pushing mode. Standing next to it will move it and you have to protect it from the dinos. But your opponents are on the map with you, pushing their own payload and it's here there is some decision making. You can go and attack them but your payload is less protected. Though they do meet in the middle so conflict will happen. Another little trick you have is once a match you'll have the ability to summon and control a dinosaur used to go and make the opposing teams life a problem. It's very clunky to use and quite easy to waste if you're not careful but it can be a tide turner. I'm not gonna say too much about the classes because it's one of those cases where if you've played Overwatch you know the deal. They're mixed up a bit but it's generally a familiar feeling game in this regard. What's interesting, in a way, is despite this ridiculous premise of fighting hoards of dinosaurs in a futuristic city is it does try and contextualise all this with an ongoing plot. You and your team crash land on an island where a chaotic AI is sending people back in time at the point when dinos appeared out of portals and destroyed the city (though at first they think it's a simulation). The AI is then analysing combat data and for what reason? I dunno yet. It trickles this out as you play since your team are analysing as well, to figure out what the hell is going on. I appreciate the commitment to the bit but it does lead to a problem of the game feeling too same-y since you're always in a similar urban area and there isn't much using the environment since it's a very grounded game and pretty close quarters. Add some spongy dinos to that and you end up in situations that feel really limiting. I guess it does feel like a game from a few generations ago. Its been making me think of Monday Night Combat, which is a game I've not thought about since then. That time early in the 360 gen where you had all these shooters with hoard modes. So I've been getting a nostalgic feeling I didn't expect but I don't think it's the kinda game I want to play to the extent it clearly wants me to. It's charming, and I generally enjoy it but... some multiplayer games don't get a playerbase when I can't help but think they should have. I don't think this is that. But this is just after a few hours. Maybe something will click and I'll see something special but it's not obvious from the jump, which you really need in a multiplayer game.
-
After falling off Final Fantasy XVI last weekend I've been putting a fair amount of time in to this over the last week or so... for the most part I'm enjoying it a lot. I'm not entirely sure what you'd class this as, real time strategy?... the only game I've played that's remotely close to it is Gears Tactics which was turn based this occurs in real time and only slows (or pauses if like me you prefer it that way and change it in the options) when you use skills. Other than that the marines will engage when spotted entirely on their own. I'm playing on normal and the game certainly isn't a push over... so much so that engaging the aliens should pretty much be avoided if possible and trying to be as stealthy as possible is the preferred method of advancing through levels. There's a lot of spinning plates to juggle in regards to the marines themselves ammo count, tools (for welding doors shut and unlocking encrypted doors), first aid kits and stress levels which can give you negative traits if they get too high. Marines can be wounded and require medical treatment which results in lost days, same with the negative traits these can be removed in the medical center but also cost days. This wasn't a problem in the early game but come mission 6 there's a kill clock introduced and a 25 day countdown to nuclear containment protocol... so that sucks. It looks fairly nice and the sound is great with all of the noise you'd expect... pulse rifles and smart guns sound spot on. Some of the marine sound bites play a little too often for their own good though. Unfortunately the games a little buggy at the moment too, to the point where the X button sometimes stops working altogether in-between missions (thankfully hasn't happened mid-mission yet) and sometimes the elevator prompts straight up don't work... quitting out and reloading generally fixes these though. Not my usual gaming fare but I'm glad I've given it a try... just hope I don't get sterilised via nuclear explosion...😂
-
Kinda surprised there's no thread on this yet, it seem like something a few people here would enjoy. Anyway, this is an awesome little title based on Scandi fairytales. It starts as a delightful, personality-filled romp where you, as young boy Olle, climb out of your log cabin window and follow your sister through a forest. Along the way you skip through peaceful, flower-filled meadows, play hide and seek with gnomes, and even shepherd some cherub-like flower pixies into a paddock. You then explore with your sister, climb a mini-mountain and all is right with the world. Obviously this would make for an extremely short experience, so let me be clear. This is the last good thing that happens to you in this title's brief runtime. Amongst other things, your sister is kidnapped, you're hunted by a character called The Butcher, you wade through a lake of lost/sacrificed souls, and you battle against some naked forest lady whose heart is visible through the open cavity of her back. This is truly one of the darkest, most horrifying games I've ever played, and the huge contrast between the gorgeous visuals and the awful undertones means every aspect has a real impact. Gameplay-wise, it's not going to win any awards. A couple of bits are really awkward to control, and at times Olle doesn't quite do what you want him to. Everything else is so, so good, though, especially considering this is the studio's second ever title. The graphics, at times are stunningly beautiful, with this unique saturation that makes the grass and flowers look almost real. The character models swing from charmingly stylised to incredibly creepy. Sound is great, except for one section set in a village about two-thirds of the way through. I love the fact it's based on Scandi folklore, too. Essentially, imagine Little Nightmares if it was cranked up to 11 and you'll be running along the right lines. It only has a 4-6 hour runtime, so if you've got an afternoon or evening spare, it's definitely worth downloading (especially if you have Game Pass, as it dropped there last week). It's one of the more unique titles I've played in a while. And the music for the final boss is In the Hall of the Mountain King. AKA the Alton Towers advert theme.
- 11 replies
-
3
-
- PS5
- Xbox Series X/S
-
(and 1 more)
Tagged with:
-
Bought this a while ago and finally found myself in the right mood to play it this last week. The synopsis for this is rather short: you play as Meredith, who travels to a fictional area in Oakland to simultaneously get away from her job for two weeks and step in for her father who's the local postman. In gameplay terms this means that you drive around and deliver letters and parcels, occasionally getting dragged into a discussion by the townsfolk who you can open up to and build relationships, of either the pragmatic, platonic or romantic nature. The way you handle these interactions does have consequences, but we're not talking Mass Effect here. There are no twists and turns and everything you do either results in people being friendly to you or not. It's a snapshot into a common, unremarkable life, not a blockbuster life-saving adventure. It's hard to talk about this without making it sound boring, but there is something in its monotonous parcel delivery gameplay that helped me unwind and refocus. I'm not going into too much detail about this in a topic about a game, but it did nudge me a little in a certain direction I've been thinking about recently in terms of where I am and what I'm doing with my life. It very subtly deals with issues like midlife crisis and burnout without ever mentioning either of these words. And some themes can hit close to home, depending on your circumstances – Meredith's boss calling her almost every other evening despite her being on vacation really rubbed me the wrong way, but for all the right (read: authenticity, believability) reasons. There are multiple themes like this spread across all those little interactions, from leaving old friends behind in search of personal fulfilment or even making new ones by discovering the next chapter in your life. I might be overselling the game a bit here, but playing it is less about the things happening on screen but more about those that it might kickstart outside of it. That's not to say it's a chore to play. The mail delivery part is roughly a third of what you do per day, with dialogue et al taking more space. It's here the game is at its best, even though it's hardly Shakespearean or anything. In fact, a lot of characters are somewhat stereotypical, but they are grounded enough to be believable and imperfect enough to be likeable. As mentioned earlier, your choices influence relationships and there are multiple endings to the game as well. It also doesn't overstay its welcome with its roughly 9 hour playtime – I played two "ingame days" per day for a week which felt like a good mixture. I don't think this is a game you should (or would) run through in one setting. Being an indie title, there's of course some compromises to be made here. Animations are very limited (the screen fades to black when entering/leaving a vehicle). Facial animations are barely non-existent. The visuals can look sublime in one instance, for instance when you see the sun shine through the leaves, but absolutely horrendous in other moments. But none of this really detracts from the experience. The voice acting, for example, is surprisingly strong, and easily bypasses the slight problems in terms of facial animations. There was one bigger point of critique that started taking shape in my head as I went on and that is the almost romantic portrayal of mail delivery services, which I know, both from discussions in my life and from reports of our local postman @OCH, is far from the truth. Thankfully, the developers do acknowledge this with a note in the credits, which I find really heartwarming and sensible. It's a difficult game to recommend. For me it was one of the most impactful titles I've played this year, someone else might just find it slow and boring. The surprising amount of positive reviews on the Xbox Store seems to indicate that it resonated with a lot of people though. I think it's still on offer at the moment, at least on Xbox. If not, it's on Gamepass IIRC (not anymore) and if just one line of this text block didn't strike you as boring I'd say give it a shot.
- 2 replies
-
3
-
- Xbox Series X/S
- PS5
-
(and 3 more)
Tagged with:
-
Put about 30 hours into this so far. For the most part, it’s pretty good. I’m no expert in this series, I finished (and really enjoyed) Diablo 3 on PS4. I tried the Remaster of 2, but it played like arse so I soon gave up. I’ve gone with Barbarian, as I always enjoy being the “tank”, dealing out massive damage while taking a fair bit myself. The skill tree for each class is quite large, but also forgiving. If you don’t like a particular ability, it costs a minimal amount of cash to refund an ability, so you can try something else. One thing i will say, is the game isn’t great at explaining what things are, or what they do. Some skills/abilities use/give ‘Thorns’. I had to turn to google/YouTube to figure out what the fuck they are. Some treasure chests require a specific kind of key. Google/YouTube to the rescue again. There’s a fair bit the game just simply doesn’t tell you, and there’s no tutorial list/lore book that makes that kind of thing easier to find. Performance wise, it’s relatively stable. During the beta, the queue times to get into a game could be astronomical. I’ve not had an issue getting into a game, it usually takes less than a minute. What has been an issue, is constant crashing. Every now and then, I can be about to check the map, spend an ability point, trade in some gear. And the game just freezes completely. Resulting in having to shut the game down entirely, and reload it. On PS5, that takes less than a couple of minutes. And it frequently auto saves, so it’s not like I’ve lost tons of progress. But still, it can be annoying. Some sessions it doesn’t happen at all. Other times, it can crash 3/4 times in a couple of hours. Not sure if it’s just a PS5 issue specifically. But hopefully it gets fixed. Now, onto micro transactions, everyone’s favourite. The mobile version was plagued with absolutely shitloads of them. Thankfully, that’s not the case here. There’s the option of paying real money to unlock character specific gear. But you get plenty of stuff chucked at you without having to resort to that. The seasonal Battlepass hasn’t started yet, that’s apparently in July. For which you have to make a new character if you want to unlock all the stuff in it. Doubt I’ll bother doing that constantly, but I’ll probably run a Necromancer/Sorcerer for my next character. Haven’t finished the campaign yet, but think I’m not far off, I’m on Act 4. Oh, and you don’t unlock a horse until the start of Act 4, which takes quite a while.
-
1
-
- PS5
- Xbox Series X/S
-
(and 3 more)
Tagged with:
-
The very king of fighting games is back, and I'm head over heels with the little beauty. It looks and plays incredible. So much detail and so fluid in motion. I know I'll be posting in this thread in five years time, although tbf, probably as the avid spectator to online tournaments that I've been for 10 years by now. Truth is I've never been able to play the thing to any degree of competence, I just like watching other people do it. Having said that I've decided to do something I've never done when (trying) to play it. I'm going to go with grapplers. Maybe slowing things down a bit for myself might be more appropriate for my age - (advanced)!
-
So I'm about 4-5 hours into this, and so far it has been nothing less than phenomenal. It's a sequel to 2019's Jedi Order and takes place 5 years after the events of that game, again with Protagonist Cal Kestis (motion captured by Gotham's Cameron Monaghan), this time a lot more attuned to his Jedi powers, a little more dishevelled and world-weary but nonetheless determined to expunge the Empire from the Galaxy bit-by-bit, using his Jedi powers in tandem with small groups of misfits around the galaxy to do so. As this is a sequel, it plays very similarly to Jedi Order. You pilot Cal, his lightsaber(s), wield the force and explore different planets around the Galaxy in way reminiscent of a Souls-like and something like GoW/Tomb Raider 2013, you're able to go round different paths only to come to a dead end that will have a shortcut nearby it which will lead you back to a Mediation point (this games' Bonfires), you'll also encounter areas and paths that are inaccessible to you on your first visit, you'll have to return to these later once you have the required power and unlock the path. There's a lot of games like this nowadays, particularly open world third-person adventure games, so it's likely you've played one similar at some point, pretty much everything is back from Fallen Order, the way the game plays mentioned above, the platforming, certain set pieces, certain slidey bits you drop down into before/after/during said set pieces, you'll be lightsabering a lot of Troopers and wildlife, solving puzzles and collecting trinkets. There is a grappling hook of sorts this time around I don't remember being in FO, there are also stances that enable you to dual-wield, double-end or just have the standard saber setup. You can now customise Cal to the Nth degree (apart from changing his hair colour), including his Beard, Clothes and Hairstyle, along with his Saber (oo err) and your trusty Droid BD-1 who, again, returns from FO. So far I've explored two planets. The game itself starts off in the dingy underbelly of Coruscant, which is every bit as amazing as you think it's going to be, Neon signs everywhere, cyberpunk vibes out the wazoo, flying cars whizzing about all over the place, gaudy electric billboards and all the trappings you'd expect from this City Planet if you've seen the films. This planet is quite linear, you pretty much have your objectives and can still go off into mini-exploration zones which usually circle back and where you first started exploring from, but a lot of it is locked off for the time being, giving you a streamlined approach to the objective at the levels finale. Koboh is the second planet I've been exploring and is absolutely bloody massive. It's a Wild West feeling Frontier planet (complete with the accents!) which seems to just go on and on for miles from the vistas I've found so far. It's rocky but with plenty of beauty and charm, lots of interesting wildlife and interesting flora and fauna to look at and admire, I thought Coruscant was a visual spectacle but some of the vistas in this have been absolutely mindboggling. Compared to Coruscant which felt like a Planet you'd visit, this seems to be the Bogano of Survivor, the hub planet, with loads of different paths possible for you to take, loads of NPCs to speak to, shops to peruse and lots of mini-games and activities you can partake in Whilst I very much enjoyed the previous game, it did have lots of niggling technical issues that would eat away at your enjoyment from time to time, it just never really felt polished. You'll manoevre Cal onto a bit of pipe and he'd randomly do a Tee pose, there would be silly little bugs frequently enough that you'd notice them and kind of roll your eyes but never really annoyed or frustrated, that kind of stuff. But here, thankfully, all that has seemingly been eliminated, in my eyes at least, as everything feels so incredibly polished and buttery smooth, as alluded to above the game is a visual spectacle, it looks absolutely bonkers at times, particularly on my TV. I'm playing in Quality Mode on PS5 for reference. If on PC though, it might be best to wait a couple of weeks for a patch, because, much like most big recent PC releases that version has been borked - which is a shame and not acceptable - but if on XSX on PS5, this would get a strong recommendation from me already, particularly if you're into Star Wars and/or similar third person adventure metroidvania/souls-like type games. Pics:
- 6 replies
-
2
-
- PC
- Xbox Series X/S
-
(and 1 more)
Tagged with:
-
So after, what? 9 or 10 years Dead Island 2 is finally here and you know what?... I'm having a pretty decent time with it. The first thing I'll say is it feels like an Xbox 360 game... and it's a matter of opinion if that's a good or a bad thing. For me after Dying Light 2 tried to do far too much (in my opinion) having a game that just wants me to hit things until they fall over in a bloody mess is more than OK. The other thing I wanted to say is the opening hour or so is pretty bad... shit weapons that break way too easy and spongy enemies that hit way too hard... or maybe that's my own fault for picking the poor, frail girl character... who knows... anyway things liven up when you get your first real mission and access to a workbench. Anyone who's played the original games (or the Dying Light games) will feel right at home with the modding of weapons and such, electric swords and and flaming golf clubs... all that good stuff. The flesh system is really cool, thwacking a zombie in the face and seeing its jaw dislocate and detach is pretty mind-blowing and adds a lot to the melee combat (not found any guns yet) The other cool thing us being able to use liquids... I was doing a side mission and reached a part where ther was about 10 zombies banging on glass doors trying to get in... noticed a fuel can and explosive canister, picked up the can and poured fuel the entire length of the doors, hit the canister which ignited the fuel and blew out a window which allowed the zombies to walk straight in to my pre-made Inferno... no more zombies.😂 I've also just picked a perk for a pipe bomb... which is hilarious. Anyway, I like this game, admittedly I've only put around 5 or 6 hours in so far so we'll have to see if it can hold my attention but it's off to a good start.
- 12 replies
-
2
-
- Xbox Series X/S
- PS5
-
(and 3 more)
Tagged with:
-
The Murder of Sonic the Hedgehog is a visual novel detective game Sega put out on April Fools day, and it's actually pretty good The gist of the plot is that the Sonic gang (which along with the regulars includes Vector, Espio and Blaze, if you're wondering how obscure we're going) hire an event train for Amy's birthday to play a murder mystery. You are the assistant to the conductor, and your job is to keep everyone safe and happy, which means you're rolling around with Tails solving puzzles and interrogating people The gameplay is fairly basic, but there's enough to it that it's a fun ride while it lasts. You click around a room for evidence, then you present it to people as part of the interrogation. You then need to get your thoughts in order which involves a short Sonic level. These aren't proper levels, they're more like the bonus stages from Sonic 2, but isometric like they're being played on an old phone. They're less about platforming and more about picking the right lane to collect the most rings. Hit the target and you make your case, eventually moving on to the next room and the next set of characters to speak to It's quite well written, not laugh out loud funny but with better humour than you might expect. It probably helps that it's only a couple of hours long, but yeah, it's a decent little pallete cleanser, or a good weekend afternoon game
-
I'm surprised there's no thread for this. Ghostwire: Tokyo is an open world first person action adventure game. Obviously set in Tokyo, I think all in the Shibuya region. It means that it's not so oversized and it's a relatively interesting place to explore and pretty detailed. It's nice. Some kind of supernatural event has happened which has "killed" everyone but one of the things you do is harvest souls of the population to keep them safe while this event gets sorted out. But anyone who is roaming the streets are ghostly figures who need to be busted. You do this with elemental spells that have a number of different properties and are fun to use. "Ammo" for the spells is pretty limited and you can only carry so much but you can get a little amount back from enemies. It does mean extended fights require you to switch it up and try to use optimally. There are some stealth mechanics as well that help thin out a group if you can manage being a bit sneaky. This part of the game is pretty well done. You're able to do this stuff because you are possessed by the ghost of a guy who's history is kept secret so far. He does have knowledge of the supernatural and how to fight it so you share your body with him to help bust some ghosts. He's pretty entertaining in a gruff way as well so he's good company. Tokyo is really well realised, it looks great and the various ghosts, yokai and ghouls are really well designed so it has a unique look. Exploring is well rewarded but its weakest part is probably when you go high to the rooftops and the jumping around isn't great. You have a glide ability but what you can grab onto and mount is hard to judge and jankily implemented. It is the time the game looks and feels a bit rough. I've been enjoying it quite a lot so far. Unless it all goes wrong I'm happy to certify it a Cool Game.
-
The easiest way of describing Nine Years of Shadows is that it's a Metroidvania without the rpg levelling up and stats based equipment. It's a very Castlevania map, with a pretty Castlevania moveset. If you want to get stronger you have to find the various collectables around the map and cash them in. So far I've not managed to upgrade my health, just my magic meter, and only 1 of my status types, which now does more damage. On that note, where Nine Years of Shadows differs from the many other Metroidvania games is in its magic system and its statuses. There's a number of different elements, you eventually find them and can switch to them, so the electric type does increased damage to enemies tinted yellow, water blue, plant green etc, you also have switches you can't activate until you have that element type. A few of the element types also have moves tied to them, so the water one you can switch to a mermaid, and cam swim up running water. The plant one means you can breathe in the poison area, and eventually you can travel along tracks a bit like the morph ball The other big difference is the magic. You have strong and medium attacks, but you also have a magic projectile, some enemies and doors can only be damaged using the magic. So far so normal, but you only have 2 pips of health, your magic acts as a shield, get hit and it can all be gone, leaving your health directly vulnerable. You can hold a button to charge your magic back up, but this leaves you vulnerable so you're definitely going to die regularly. Eventually you get a power that's like a quick reload, but they could really do with a flash or something to tell you your magic has all gone (either from damage or attacks), so you're ready for the prompt to pop up to quickly refill your magic It's good so far, no idea how long it is but I feel early in even though I've got 3 elements (I think there's probably 4). The biggest criticism I have is that it it can be a bit vague as to what you do next, there's no missions as such, the map doesn't mark things you've seen but can't interact with yet, so it can be a lot of wandering around hoping you're heading somewhere useful. It is a good Castlevania clone though, glad I picked it up
-
I’m a bit late to the party on this one, just got my rental copy. But I notice it’s only recently come out on Xbox, so better late than never I guess. I’ve done the first two missions so far, and it’s quite fun. You play as either a male or female kung-fu student, seeking revenge on an enemy gang. The twist is that every time you die, you get immediately resurrected, but age one year. You start off at age 20. Supposedly as you get older, you get stronger, but age too much and you get weaker. The combat seems straightforward enough so far. I’ve enjoyed smashing bottles on people’s heads, slamming them into walls. It also turns out you can attack people in mid conversation. So while enemies have been giving me exposition, I’ve dashed in and punched them in the face. Good times.
-
Apparently this was a Stadia exclusive, but is now on Steam. They've just released a sequel, and but the first Figment was free for a while to promote it. The game takes place in the mind of an adult man, who is driving and gets in to an accident. The game isn't about the accident so much as the state of his mind. You play as the manifestation of his courage, the mind's protector, who has all but retired. You and your companion (a bird or something) travel around the different areas and see the state the brain is in, rather than creativity and energy its all stress and spreadsheets Gameplay is simple puzzles, things like putting batteries in a different socket to make a route through. Taking a platform from one area to another while still leaving yourself a route back. There's combat too, but not loads. The mind has been infested by nightmares, dark thoughts that are themed for each section, there's small ones that take a few hits and bosses at the end which require a gimmick of some kind to beat Figment is good, but it's greater than the sum of its parts. The combat and puzzles are fine, but the game has loads of character. It's full of absurd over the top songs, with some good dialogue. It's worth playing