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  1. I think everyone knows what this is and what it's about by now... I've played around with it for three or four hours so far and to be honest I think I'm a little bit in love... Up front, so far I'm pretty bloody awful at dodging and parrying but apart from a couple of (I presume) optional bosses things haven't been too bad and it's not punished me too badly. There's a couple of mechanics that I'm not to sure on, mainly Lune and her "stain" system... she absorbs different coloured stains to power up her spells... but I'm sure it'll fall in to place. There's also something in here that reminds me of Lost Odyssey a whole lot which is nice. It looks lovely after turning off all the usual bullshit such as movie grain and motion blur (seriously do people play games with this stuff on?)... another game that doesn't have hdr though. The voice work is top notch unsurprisingly given the talent involved, music has been wonderful and I'm loving just how somber the whole thing is and given the subject matter I wouldn't want it any other way... can't wait to get my teeth in to this properly with more party members and more combat options.
  2. DisturbedSwan

    Anthem

    Started this last night, have probably put around 6-7 hours into it so far. I'm not going to go into too much detail as folks have already put up detailed impressions of their time with the demos. But, yeah, seeing as my expectations for this were pretty much 0 and I'd not played any of the pre-release demos, alphas etc. I have been pleasantly surprised. The graphics are what I noticed first really, it looks absolutely phenomenal. The voice acting and motion capture for all the characters just feels so incredibly lavish as well, all the performances are amazing and the motion capture just looks and sounds like one of the most realistic I've ever experienced. The hub world is reminiscent of Destiny's Tower but it feels much more Biowarey than I expected it too, it feels like much more of a real, living, breathing place than the lobby-esque workmanlike aesthetic of the Tower. Throughout the first few missions more and more areas of the Fort are introduced to you and you discover new people and places to see like a lovely plaza and bar. What has surprised me the most about the base is probably the NPC conversations though, you have multiple people to speak to after pretty much every mission you finish and talking to these different people to get to know them is a real joy, it doesn't feel like some throwaway exposition dump like in Destiny and other GaaS shooters, you do feel these folks have personalities. The 'action' part of the game I just felt like I was playing an Iron Man game really, there's not really any other way I can describe it. It felt fucking amazing to jump of of the cliff face outside the fort and just engage the thrusters for the first time. Combat itself feels way better than I expected too, although it has been very easy so far with me dying once and my shield being depleted on only 1 other occasion, all the other missions I've played have been a breeze. I have had quite a few bugs. Textures popping in some places - one time I was flying around and a whole environment was pretty much white and then spawned in around me making me crash -the helmet of your character not appearing on the cutscene that plays just before you go on a mission, a weird one where the subtitle box from previous dialogue stays on the screen and won't go away. I've also had quite a struggle getting it to run smoothly on my PC - which is surprising - I had to lookup a guide to get the settings right earlier and have actually managed to get a mostly stable 60fps with few dropped frames - before I was getting as low as 30fps in firefights. I actually haven't had the game kick me out at all though which is surprising, the servers and matchmaking side of things has seemed uber stable so far apart from the long loading times to get into a mission. So yeah. I like it and I want to play more. Apparently after 10 missions there's some kind of Wall that you have to grind to get up, but I'm not there yet so just enjoying the journey so far. It definitely feels way more Bioware than I was expecting and way more distinct thanks to the flight aspect. Lots of pics:
  3. Randomly decided to fire this up yesterday, maybe finally a topic other people will join in at some point. Anyway, after a solid 40 minutes in the character creator, which is simultaneously very good but also oddly lacking in some areas, I went through the tutorial area they showed in that gameplay clip a few months ago and then did the first proper mission afterwards. Decided to play an elven mage which resulted in a couple of not-important lines during dialogue so far, so I guess the times during which elves were this universe's slaves are over. Combat wise the mage can choose between flinging ranged attacks from a staff or using a magically infused short sword in close combat, in addition to your usual skills you unlock via (a very convoluted) skill tree. My mana pool is very low at the moment so I can barely use those right now, so I hope that changes, because the basic stuff feels a bit dull I think. Not bad, but ... pedestrian? But then again I've barely started and haven't really used the command wheel for my party members either, so I'm not going to judge it on that front yet. Visually this is probably the most impressive game I've played all year and a far cry from BioWare's usual output and an excellent showcase for Frostbite. I'm playing performance mode and it's basically a flawless visual experience, really smooth, really clear, barely any noticeable pop-ins or other distracting graphical scratches and such, while also maintaining all the visual flourishes you'd expect from a current-gen AAA product. I only very briefly switched over to quality but didn't see any noteworthy improvements that would warrant the more sluggish framerate. Annoyingly, while there are a ton of accessibility options, you can't turn of the quest marker for the main quest, so you permanently have some weird snowflake on the screen. Hopefully they patch that out before I'm done with it. The only other gripe I have with its visual presentation is the artstyle, or rather character proportions, as everyone's head is simply too big. We're used to this for dwarven races, but it looks really weird on slim builds like elven characters. But I do enjoy the overall experience so far. Feels good to play a high-end RPG again, even if this falls into a very streamlined action RPG territory that's very far removed from its Origins, eh, origins. Very linear so far, more reminiscent of the earlier games than Inquisition in that sense. So far I like that aspect but that might shift after a couple of hours.
  4. I got my first match nerves out of the way so I'll start the thread up, but also as a way to encourage others to download it 👀. I ran online with Luna Snow, I think her name is. Did 2 matches and won both 2-0 (best of 3). Chucks healing ice at people and wears booty shorts. I think I did reasonably well with 0 experience in the genre and no idea of how to strategise. I just chucked ice at things if they looked like they were dying, if I even noticed them, and other healers did the same for me. In the second match I did here it looked like there was one Wolverine who clearly got the memo "kill the fucking healers first". Brains and brawn that guy Seems fun but chaotic and hard to get a handle of the UI you're supposed to be looking at. Luna has a move on the shift key which increases her DPS and HPS, I think. She has a move on right click which delivers a freeze on a target and heals her, so that's her self sustain. Her ultimate gives HPS and DPS depending on pressing Q to toggle. E is a sort of tethered heal between you and another character, to give them a passive defensive buff. Very straightforward with Luna, easy to get to grips with in a game that's sort of overwhelming. Healers have always been my preference. That said I don't think she'll be a long term pick, once I get comfortable. I'm interested in the more complicated ones eventually, and I'd like to try a tank as well so I have an alt if the strat role is taken, leaning towards Steven Strange because he's voiced by Grimoire Weiss and thinks with portals, so his match chatter actually sounds good I've also played Cloak and Dagger, who's harder to heal with but the stance swap thing seems interesting. Can't quite figure out the shadow powers, apparently they blind and hide people but I feel like I have to be on the receiving end of this in a match first before I even know what this means and how it impacts strategy. You can shoot a rectangle line AOE heal at people and a little healing bubble which if FFXIV has taught me anything, fucking nobody will be standing in that thing Anyway two people on the first match had 0 percent accuracy on some rounds, it was hard and I was sad. But I got MVP in my 2nd match with her tho, maybe she's cool I'm liking what I'm seeing with Iron Fist, for DPS. He has a defensive stance which procs a stinger attack and can triple jump, all his attacks reduce the cooldown of his defense stance. He also has self sustain with E. He's really agile, just seems like the goto for that role and I don't think I'll be changing my mind
  5. Anyone else picked this up at some point? It came out first two years ago but it came out just after Nuclear Throne which is a very similar game so I passed on it back then, but it was on sale on Switch recently so I picked it up as I'm struggling in a gaming rut and for some reason, I felt like playing this. So the game itself. It's a twin-stick shooter and rogue-like, or rogue-lite if you like. You are tasked with getting to the bottom of the "Gungeon"; a dungeon that is very gun-themed. Bullseyes hang from the walls like sigils, revolver-like mechanisms teleport you around the area and other gun-themed devices litter the medieval style Gungeon. You make your way through shooting enemies (a strange bunch; walking bullets and shells with corresponding guns, knights, ghosts, a mini-gun wielding crow. These are the more normal agitators). To help you through these oddballs you have a diving roll with generous invincibility frames and one of the most varied arsenals of guns but in a video game (citation needed). You have four characters to chose from who start with different weapons, consumable skills and passive skills. Even more of both kinds of skills can also be found in the Gungeon along with the weapons. The Pilot, for example, gets a lockpick which means he has a chance of opening chests without needing a key, but if it fails the lock is broken and the chest is sealed shut. The Space Marine starts with a piece of armour giving him an extra hit point. I'm actually having quite a hard time with it. I can sometimes get to the fourth floor but I'm not sure if that is good or not. I did rescue a guy one run where he says he can let me skip floors but I don't know how far down I have to go before he lets me use the shortcut. I bet it's the fifth floor. And while I mostly do okay in the Gungeon itself the bosses can be a bit of a bullet hell nightmare and its here I usually mess up, even on the first boss on particularly bad runs. But it does have that "one more go" factor which is important in games like this. It's just fun to play, rolling through bullets, flipping a table for cover and shooting a switch that makes a chandelier fall on a bunch of idiots. And seeing what guns come up is kinda fun too, in an "I recognise that!" kind of way. Some guns are your usual, Uzis, AK47s, etc; and you also have wackier ones like t-shirt cannons, giant shells that fire shotguns, a barrel that fires fish, etc; and also references! A taste of what I've come across is Barret's from FFVII's arm cannon, Judge Dread's gun and the Proton Pack. And many more! Definitely one for the rogue-like likers out there.
  6. DANGERMAN

    Dead Trash

    Got to admit, when I had this recommended to me it raised an eyebrow, it just doesn't look like it's going to be any good. It is, however, great. It's got the same 2d sprites that face you no matter how you move around them that the likes of Doom and Duke Nukem had, but it doesn't play at the pace they did, and nor does it throw enemies at you like you might expect. The plot is that there's been an outbreak, a city has gone in to lockdown, with government death squads slaughtering anyone they see inside the zone. You play as someone who is in the zone, and have to fight your way through the infected, the soldiers, then eventually find out what the real plot is. It's played very tongue in cheek, with Max Payne style digitised comic strip cutscenes It's pretty short, about 2 hours, and it's fairly easy, although I would recommend saving from time to time because you can take a lot of damage quickly and I wouldn't fancy starting the levels from scratch. It's really cheap too, just over £2 in the sale
  7. Broke my gaming fast with some jankcore immersive sim. This is a weird game, it's a Soulslike immersive sim. Why don't we have more of those? It's like the most obviously great idea in the world alongside first person survival horror. Like Cruelty Squad it's very postmodern and feels like a 4chan shitpost but critically the game doesn't feel like it's just being stupid and random with how ironic it is all the time. You're either into this type of thing or you find it unbearable, this is why Steam has a 2 hour refund window. It's a bit Deus Ex in its setup, you're in a HQ and your handler sets you off on a mission to investigate carcinogenic shampoo or something. I'm not going to attempt to explain the story part cause it's very dense in strange lingos and terminology, which is where it gets a bit Soulslike cause its story and world feels a bit broken and hard to understand. But it's also soulslike in that Euros are your souls for upgrading, and you can pick them up on death or lose them forever. I tried a recruit first and got really fucked up with debt, started over as a detective who can seem to do things like look at the company intranet but it shows you a bunch of hexadecimal and I've no idea what to do with it. Nothing in the game is explained, you have stats like Vitality and Perception and Luck, you also have Bioenergy and 'Lack'. You sort of have to stumble your way through and figure it out via context, I suppose. NPCs can help you out with that and if you bribe them they can tell you things about the state of the world, politics, cocaine task forces, celibacy, energy drinks and investment opportunities, the last of which is very important cause if you don't have a diverse portfolio you will lose money every single day. You want to get time in the market quick, NPCs will help you there. They also give you sidequests which give you more things to do Outside of the NPC stuff, it turns into Deus Ex meets Armored Core. You have a big mech which you can upgrade and change the properties of. It's not as in depth as AC or anything like that but it is very difficult and you can't just yolo it. In terms of how to infiltrate combat areas I've just not figured it out yet, I'm still at the 'accumulating knowledge' part of all of this. One thing I did figure out is how to kick in my next door neighbour's apartment and murder him for a cool 15Gs, but then I got killed after only spending some of it and didn't recover it quickly It's early access so the purposeful jank is going to also have a lot of accidental development jank I swear I'm not trying to big up a strange game to seem cool, I do like immersive sims a lot and this seems to go really hard in a way I've not being able to find with a game for a while. It seems super crunchy, both in its systems and in how it looks. I expect this thing to bubble into a really weird cult thing this year, off the back of Cruelty Squad being that already but I think this will be more interesting to people cause of the RPG elements
  8. illdog

    Little Nightmares

    This is a Limbo/Inside kind of deal, more Inside but there would be no Inside without Limbo, you know? You play a young girl (so I read, it's in no way apparent) that awakens in the dark with a lighter as a solitary possesion and a raincoat on her back. Then it's all on you. It's dark and ominous, mostly slow paced. You make your way throughout the game, slowly discovering the place where you are seemingly trapped and avoiding/running from it's inhabitants. There are stealth sections that arent too long but there are a few of them, I actually enjoyed them. There are also running sections which can be a little frustrating if you fail as you have to do the whole thing again but they job, they're a little scary and come at the right times. Music is pretty cool as well. The only downside for me was the camera angle. It's set in the foreground and as usual it makes depth perception a bit of a pain sometimes, I had a few avoidable deaths because of it. I don't know if it's just because it's the more recent title I've played but I felt like I enjoyed it more than Inside. It's just as mysterious but it just felt like it was a tighter game. I beat it in two sittings so it's not long, maybe four hours although there's an achievement for beating it in less than one hour so that's obviously possible when you know what to do well enough. Recommended.
  9. I did look for an old thread but it looks like one doesn't exist. I got it the other night on the Switch since it's the version with the free style switching. It's a cool idea that's in later DMC games and I thought it may be fun in this game. In the original you picked a style at the start of a mission. Basically the styles are Sword Master, Gunslinger, Trickster and Royal Guard. They all give you different abilities. The first two are fairly self explanatory while trickster is mostly about dodging and royal guard is a parry system. I do have a bit of a problem with it. It's just the way it levels. In later games you upgrade the styles with red orbs (which give you more moves), the same way as everything else, but here I think it upgrades by how much you use it. So I'm not getting the freedom I'd like without spending a lot of time in the Bloody Palace with the main goal of using a particular style a lot. So that's kinda disappointing since I forgot how it worked. I've forgotten a lot of stuff to be honest. I was having a hoot at first. I sunk in four hours in one session, going along quite well which surprised me as going back to Bayonetta kicked my arse. DMC3 is easier than I remember but then I got to a succubus type lady boss, which I think you get the guitar weapon from but I just can't seem to beat her. I don't seem to be doing any damage but she wrecks you with some of her attacks. I call bullshit, I think she's busted. But I'm sure I did beat her back in the day as I remember messing around with that guitar weapon. How I did it, I have no idea.
  10. Nag

    Lies of P

    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.😂
  11. Cyberpunk

    Fallout London

    Hi Guys, Fallout London is a new total conversion mod for Fallout 4. It's free to download on GOG, but installing it is a bit of a pain in the ass. So I've taken it upon myself to write a short "How to" on installing this game. The reason it's a pain to install is it's made to run on an older version of Fallout 4, even though it's a new game. Most of what I describe below is how to downgrade your Steam version of Fallout 4 to install Fallout London. The first thing to do is to go to Steam, and download/install Fallout 4. Most people will have this game in their library by now. Then, go to GOG and download the installer for Fallout London. Once Steam has installed Fallout 4, minimize Steam, and bring up the Windows Run box with 'Windows Key + R' Type into the Run box "steam://nav/console" Next, you need to copy the following commands into the Steam console, one line at a time, pressing enter after each command. download_depot 377160 377162 5847529232406005096 download_depot 377160 377161 7497069378349273908 download_depot 377160 377163 5819088023757897745 download_depot 377160 377164 2178106366609958945 download_depot 377160 435870 1691678129192680960 download_depot 377160 435871 5106118861901111234 download_depot 377160 435880 1255562923187931216 These commands will force Steam to download older game files for you. But it will not put them into your Fallout 4 installation folder. You will need to do this yourself. This may take a while, depending on your internet speed. Once each command has downloaded correctly, you'll get a report that looks a little like this. "Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_377160\depot_377162" (1 files, manifest 5847529232406005096)" There will be a report for every command you pasted into the console, so seven in total. Once this has been completed, open up your file browser, and go to "C:\Program Files (x86)\Steam\steamapps\content\app_377160". Inside this folder, you'll find seven folders starting with "depot_" and a number. Open your Fallout 4 install folder in a second window. It's usually "(Steam Hardrive Letter)\SteamLibrary\steamapps\common\Fallout 4 Go back to the window with the "depot_" folders, and copy the contents of each folder to your Fallout 4 install folder, overwriting any files with the same name. Go to the Fallout 4 install folder, and navigate to the "Data" folder. We now need to delete the Creation Kit files added by the last update. Select all files that start with "cc". There will be several. Delete any file that starts with "cc". Next, on your web browser, go to https://www.nexusmods.com/fallout4/mods/42147?tab=files&file_id=253313, and download Fallout 4 Script Extender (F4SE). You might need to sign up for this site to download it, but it's free. Once it's downloaded, extract it with your zip program of choice, and copy the contents of the zip file to the Fallout 4 install folder, again overwriting any files with the same name. And the final step. Run the Fallout London install program you downloaded from GOG. point it to your Fallout 4 install folder, and click next. Then let it do its thing. A couple of final notes, guys. First, disable cloud saving as this mod might screw up your regular Fallout 4 save. And second, in order to play regular Fallout 4 again, you'll need to uninstall the game completely, and then reinstall it without the mods and patches I've described above.
  12. Got my copy early so gave this a go this afternoon after I finished The Inpatient. Starts off similarly to a lot of Monster Hunters, getting you into your camp quite quickly after a few scripted sequences, tutorials and lots of cutscenes. Spent awhile honing my character - went for my traditional ginger lady, had to change her hair as soon as I was able to in camp though as it just looked shite. Went for a tour of the camp and tried to take in where everything is, there’s definitely a lot to take in but I remember quite a bit of the layout already. Chose my weapon - went for the Insect Glaive. Tried it out in the training room afterwards and had an absolute blast with it, felt like Dante or Bayonetta or some shit, I was doing aerial gymnastics like nobodies business. Went on a quest after this to kill some jagras which was incredibly simple, cool to finally get to do my first quest. As soon as I finished all the online stuff opened up, I didn’t even realise the servers were online yet. Messed about a bit with the squads and checking out the new gathering hall which is fantastic. I’ve created a squad for us by the way, it’s called MFGamers - unsurprisingly - if you search for it whenever y’all get the game it should pop up, if not send me a message and I’ll invite you. Hardly got into it really, but it looks and feels phenomenal so far, cannot wait to get truly stuck in to some tough monsters in my next session.
  13. The actual title doesn't contain Shin Megami Tensei in it, which is probably because it's already stupidly long, but it'd do wonders for brand recognition. Anyway, Raidou Remastered: The Mystery of the Soulless Army was a PS2 Devil Summoner game, and this is a remaster / remake of it, somewhere in between because it's definitely upscaled cutscenes and quite possibly game world but they've adjusted the combat and gameplay. Apparently, I've never played the original. The combat is more active than a usual jrpg, kind of like Ni No Kuni. In battles you're locked in the combat area and you, as Raidou, can use light and heavy attacks, shoot enemies to stop them dodging about, and increasingly lob some slowly recharging magic. What makes Raidou unique as a Devil Summoner is that he can summon 2 demons to help him rather than 1. These demons generally act on their own, although you can tell them to cast specific things, and you can tell them to not use magic if you're low on mp The MP system works differently too. Your team all share one bar, and your demons will constantly be using magic ideally, so you really need to recover MP constantly. Fortunately, using your light attack gets you MP back, although it doesn't do as much damage, so you want to alternate between lots of light attacks and a heavy to mix recovery with actual damage. There's a few other moves too, specials that can be triggered at points, and the ability to hide your demons when really powerful attacks are coming Outside of combat the story has been pretty interesting so far. A girl who asked us to kill her then got kidnapped by demons, so we're sorting that out. From what I understand each chapter is it's own thing. You use your demons out of battle too, occasionally to help with the investigation, sometimes just to recover items So far I'm really enjoying it. It's pretty easy, although I suppose how many fights you get in to determines that. You can avoid a lot, but it's probably not a great idea early on while the combat feels fresh, just so you don't end up having to grind for a boss
  14. Seems a lot (relatively speaking) people got this, so I think a topic here makes sense after all. I don't think this needs context, but just for the record: this is a collection that includes three classic Castlevania games initially released for the DS (Dawn of Sorrow, Portrait of Ruin, Order of Ecclesia) as well as both the original version of Haunted Castle, an arcade game from the 80s, as well as a complete remake with SNES-style visuals and some other changes of this last game. I started with Dawn of Sorrow, because it's my favourite of the bunch and also the first one that came out (despite being placed at the bottom of the list in the menu). Plus from what I recall it's the one that made most 'use' of the touchscreen, so a good litmus test for this specific release, too. On Switch you can use the touchscreen if you're playing in handheld mode, so there's nothing lost there either way, but the alternative is holding a shoulder button and moving a cursor around, which is a less than ideal alternative. Thankfully the magic circles you have to draw are now also QTEs, but stuff like destroying ice blocks is a bit finnicky so I decided to play that section in handheld mode. IIRC the further you get the less frequent these gimmicks become, so it's only really a small issue in the first hour or two. We've already discussed the multiple screen options in the News topic so I'm not going to repeat those, but I noticed there's also a setup where both screens are displayed vertically, like they were on the original system. I think it would have been really cool to have that setup in Tate mode, but that's really just a nitpick because it would only really be useable on Switch (and maybe PC depending on your monitor setup). As you can see in the picture there's a lot of extra stuff in there as well, like the complete OST that works as a music player (and those games have some of the best tracks in the entire series IMO), a gallery which even includes the game manuals, and you can also choose which version you want to play (EU, US, JP and in Ecclesia's case, even the Korean version, though I'm not sure what's different about that one except the language). In any case, I've been really enjoying the little time I played so far. I usually only associate consoles and games I played as a kid with nostalgia, but the moment I stepped into the first area with its wonderful music I got hit by quite the wave of good old times. Absolute recommendation, these are classics for a reason and M2 did a great job of porting them over, as usual. Not to mention that we get a completely new remake as a bonus, too. [Also, a bit off-topic: while I was going through the gallery I noticed a promo picture for Castlevania: Judgement, which was on the back of one of the manuals back then. I wonder if they plan on re-releasing the 3D games as well considering we're now kind of 'through' with the 2D games. I realise they're not as well-regarded, but I think the PS2 ones are somewhat decent and Judgement, despite being a super broken and unbalanced fighting game, is quite a fun little guilty pleasure with a ridiculously good OST.]
  15. 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)!
  16. Haven't found as much time for this yet as I wanted between Elena and Switch 2, unfortunately. But I think I'm 10-15ish hours in so enough to form an early opinion. Bit of backstory, but according to EDGE this is a very loose, semi-spiritual sequel to Blade of Darkness, Mercurysteam's debut title (back when they operated under a different banner still). That game can be seen as the progenitor of the souls-like, even though Fromsoftware perfected the formula years later – a bit like the relationship between kill.switch and Gears of War in other words. I never played Darkness though, didn't look appealing to me back in the day and I've since found out it's ridiculously difficult, so I'll continue to stay clear. Playing Blades of Fire I think it's quite apparent that it does approach the genre from a different angle and outside certain mechanics that have been done to death since Demon's Souls – enemies respawning upon rest – they don't have that much in common ultimately. Combat for one is very much its own thing with every face button assigned to an angle of attack, which is both easy to grasp and also leads to some interesting, spur-of-the-moment combos, like swinging a big hammer around from the left and then swirling it around to either hit the enemy in the head or ramming it into their bodies from below. Holding a button executes a heavy attack, which depending on the weapon type has massive windup but usually kills any normal enemy with one blow. Some enemies are vulnerable to specific weapon types or only at certain regions of their bodies, hence the specific targeting. There's a lot more depth here, of course; some weapons like swords and spears can either be swung or used for piercing attacks, which is a toggle that quickly becomes part of your muscle memory. Defensively you have a dodge roll, block and a parry – more on that later – and the block also generates stamina. So while it does have this second infamous energy gauge, it's not some passive thing but just a bit of micromanagement you have to consider. Overall I think the combat is extremely well executed, feels great to play, really solid and satisfying hit feedback and quite gory too if happen to land a charge attack that kills. One of its biggest USPs and also seemingly a point of contention online is weapon forging. Every weapon you wield has to be forged and the process is a mix of putting together materials and completing a little minigame everyone on the internet seems to hate with a passion. I don't exactly love it either, but it's not that bad – plus you can skip it for weapons of the same type after you have done it once. The minigame itself influences how often you will be able to repair said weapon, because, yes, they deteriorate and can break. Usually not a fan of this mechanic (I never used good weapons in BotW) but as this game is so inherently designed around it it's actually kind of a neat feature. They take a while to break, you can always just forge a carbon copy and in my case I found myself using that opportunity to simply try something new when visiting the forge. Case in point I was wielding a spear for a long time to fight small, short-range enemies and by defeating a lot of them I unlocked the blueprints to forge their dual axes, so when my spear broke I did that and are now messing around with this pseudo-Kratos armament. It won't be for everyone but I rather like this 'loop' – and the forge is a cool place anyway with good music and some very heavy, clanky machinery that's fun to watch. The materials you use also allow you to go really in-depth in how the weapon is going to handle, as you can influence damage dealt, stamina consumption, even the parry window (shown in milliseconds) and more. It's pretty cool but thankfully all very easy to grasp, so while you can really dig into the micromanagement, it's definitely not rocket science. And while we're at it, parry timing, even when you really open up the window through forging, is quite strict. We talked about this feature before but it's not really prevalent here and I rarely go for it as a result – but the payoff is huge, as it's staggering enemies for so long that you can land a fully charged heavy attack even for the slowest weapon type. One aspect I have mixed feelings about is its level design. It's of course a significant improvement over the navigational nightmare that was Lords of Shadow 2, but depending on the location its labyrinthine nature can be a bit overwhelming. There's a fort you get to relatively early in the game, with a bunch of stairs circling multiple centralised halls, and some paths are blocked, so you end up never really knowing what floor you're on and what direction you're moving towards (the map is a simple 2D bird's view). Didn't quite enjoy that part, especially as you also have to protect a – thankfully both in gameplay and lore immortal – NPC. Every other area was quite enjoyable to traverse though, those have been more open-sky, woodland + ruins kind of deals, but free from any markers or guidance, so you have to run around a bit to find your bearings. I'm quite enjoying that, feels refreshingly old-school, so hopefully the fort remains an unlucky exception. There's also a sidekick I haven't mentioned yet because he doesn't have a true gameplay function like, say, Atreus in God of War. Instead he's some sort of in-game explanation as to why your logbook automatically fills with weapon blueprints and lore details. In a nice touch he sketches enemies while you fight, so the drawings in the pause menu become more detailed the more you combat the same enemy type. Other than that he's just there to talk a bit here and there but I'd like to point out that story isn't this game's strong suit, at least early on. It does hint at stuff but not much has happened yet. Visually I think it looks a tad dated, but still quite nice. Bit of a hig-res version of a PS4 game, targeting 60 (but not always getting there). They sometimes fill the screen with particles, like if every forest in the world had just burned down, but other than it's neat-looking and the art direction is strong as usual from the team. Anyway, long story short I think this is pretty cool. It's very AA, it has some faults, but the motivating forging and super satisfying combat are real high points. But it's also a game that demands a certain commitment due to how complex its level design is. I've heard it's pretty big so it'll probably take a while until I can give a final verdict. No photo mode and can't turn off the HUD either, so the screenshots are a bit meh.
  17. Started this after I beat BG1 the other day, on 'core' difficulty which is like the default (no buffs or debuffs to damage or dice rolls, beyond which you naturally get). I've beaten the first dungeon and did two largeish quests in the first area of chapter 2, but have many others in the journal. There's a noticeable step up in detail, not necessarily visually but in that there's a lot more unique voice lines for each character over BG1. Characters tell you their backstories, they do this a lot actually and it's kind of annoying when you're trying to prepare spells and devise a strategy for a difficult room full of annoying snake mages and Minsc is yammering on about his hamster. But you can sort of see the start of modern Bioware here a bit, though it still feels a million miles away from something like Mass Effect 2 or 3 imo, which is where bioware got really good at this I think. The first quest I did after the tutorial dungeon, which was incredible long, was this one where you had to defend a keep of a rich aristocrat's daughter that had been taken over by trolls that required ice and fire attacks to finish them off. So they're reminding you early on about the importance in DnD of preparing spells and equipping arrows, and the baptism of fire which was BG1 and some of its late game fights have made me a bit more smart about this now. These are RTFM games, you have to read what things mean before hitting your head against stuff, like I did at times. And then you have to read again in game when you get a magic scroll, which is full of all this lovely and lore-heavy flavour text about what actually happens when someone makes themselves invisible or throws a massive fireball at something tbh, I struggled with the keep quest cause the game doesn't really tell you what level is appropriate for what quest, but I got over it when my Inquisitor Paladin found a +3 flail which applies Ice, Acid and Fire damage in the same dungeon, so sort of lucky that that is what I selected my +1 proficiency in. Then I devised a strategy which involved throwing Minsc into a room berserked to fight beetles that cast confuse, and spamming doom magic at the main boss in the next room so that my debuffs could hit it more easily, and his saving throws/THAC0 took a hit. THAC0 still sort of spins me sideways, as well as the way in which the UI will say something gives you +1 to your armour class, but actually make the number smaller, cause the way THAC0 works is it's the 20-sided dice roll you must get to hit someone with armour class 0, so if your THAC0 is 14, you must roll 14 to hit 0. If you're trying to hit armour class 6, then you must roll at least 8, if they're -6 then you gotta roll 20. Which you probably won't, so you need some buffs to even hit stuff. It actually took me playing an entire DnD game to even internalise these rules, which are simple but the way they are applied in reverse means they feel like they aren't. I never picked it up in PS:T cause you can skip so much fighting in that game. Not even going to get into what saving throws do. BG3 did away with THAC0 of course Right now, I'm playing two rival factions of the Shadow Thieves against each other, who are at war with some mages or something. I don't even know if I can complete this quest on my Paladin cause Paladin's lose abilities if they fall off the Lawful Good path, so if I can't then I might have to let Yoshimo go (and get shanked, maybe). There are also a million other quests in the capital city of Amn so I'm trying to avoid walking around too much cause they kind of bombard you a bit, compared with BG1. The chapter seems extremely open and I've had to deny some quests that would take me down an evil path, though they sounded interesting. The other quest I did was to defeat an evil gnome in a circus tent who cast illusions on everything, which is where I got hit by this. Solve it and you win maf's new monitor
  18. I played 30 minutes of it. It asks you to create a bethesda account before even being able to play which is really annoying but you can get around by setting steam to offline. Anyway it seems good. Kind of more focused on just murder arenas from the look of things. But I'm totally ok with a game like that. You can turn HUD off but it's hard to play. The HUD is a bit much tbh, I need to spend some time figuring out what parts I can turn off. Playing on ultra violent
  19. Just by typing the title I realised they could just have dropped the "2" from it, nobody played the first one anyway unfortunately and it would look nicer visually. Anyway - I've finally started playing this over the weekend. Due to certain circumstances I didn't get as much time with it as I had hoped (see here), but I did manage to finish the prologue of sorts which takes about 5 hours. Lots of good things here with few negative stuff, but overall so far it's pretty much exactly what I would have wanted from a sequel. Fundamentally it's still Monster Hunter x Pokémon, meaning you gotta breed them all by collecting and hatching monsters from eggs. Those monsters will then accompany you on your travels and both help for traversal on the map due to their faster running speed or other special skills (jumping, cimbing, swimming etc.) and during combat. During combat you only have limited control over them, but each has its own tendencies, so switching between them depending on the enemy is the way to go. The basics of combat being rock-paper-scissors haven't changed, so you still use this feature to build up the Kinship Gauge, which is basically a mana pool that allows you to use skills and command your monster more directly by letting it use special moves as well. New to Wings of Ruin are weapon classes. In the first game your weapon only influenced the skills you could use as your character was more of a support for your monster, but this time you play a more virtal role and can target weaknesses with a weapon type that is particularly effective. An early example is smashing the rock a monster uses for a weapon with the hammer, or cutting its tail with a greatsword. Outside of combat it's a classic JRPG experience with semi-big HUB areas, quests, treasure chests and such. One thing I have mixed feelings about is the NPC partner that's with you most of the time during these initial 5 hours. I don't have anything against the character and she's certainly easy on the eyes, but it takes away from the feeling of it being a solitary adventure, with only you and your Monsters à la Pokémon. Now it could be that she goes her own way at some point but the fact that she levels up after combat and that some enemies have rather huge HP pools I get the feeling that it's designed to have a party of two (or four, technically) most of the time. There's been a lot of talk online about the technical side of the game. In context with the hardware it's running on, it's certainly less impressive that the original. Where MHS1 was basically a triple-A game on 3DS, this feels more of a budget mid-tier game that suffers from a low-ish framerate and some horrible pop-in. It's not without its charms though, as it has a very vibrant and nice style, the character models are great and during combat it really shines with impressive animations and effects. And the sound effect that plays when you land a critical hit on a downed monster might just be one of the most satisfying I've ever heard in the game.
  20. I don't know how to give impressions on this without getting in the weeds. In terms of features it's an old fashioned 2D fighting game. You have an arcade mode (which is kinda interesting in that the better you do the harder the end boss gets) and there is a story that is literally an anime that you just watch, which is what the last game did too but it's still wild to me. There's also a pretty intense Mission Mode that does it's best to teach you the deeper mechanics of the game which if you're the studious type could work pretty well. I could do with spending more time in it myself but getting wrecked by someone using my character then trying to rip them off in the next match is more fun for me. It's the good netcode that saves it though. Well, the matchmaking is pretty rough at the mo but it plays really well in game. It just means there's always people to play with. This came online at midnight and I was ready to play it so I went to the east coast of USA since it was a more sensible time there and while it was a little choppy visually my inputs were barely delayed, if at all. I really hope they put this in a DBFZ2, in fact it would be shocking if they didn't. I've not saved many fights yet since I think I'm still pretty scrubby but my Gio is coming along a little. And this fight with Zato was fun when I wasn't put in the corner with all his nonsense:
  21. radiofloyd

    Animal Well

    Picked this up as it was discounted on Steam and I’m feeling very intelligent after playing Blue Prince. I thought there was a thread but I guess not. Anyway, I booted it up to try it out and 90 minutes disappeared very quickly. Artistically, the game is a knockout. The mysterious animal theme is a very nice. Now that I’m thinking about it, the mysterious atmosphere of the game reminds me of Superbrothers: Sword and Sworcery EP, even though they have nothing else in common (I haven’t thought about that game in over 10 years). The subtle visual and sound effects are very well done too. Gameplay wise, it’s kind of like a compact metroidvania with a focus on puzzles.
  22. 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.
  23. The long awaited sequel is here! And it's generally a decent follow-up. It takes place right after the original and it's like it's never been gone. It just confidently does being Psychonauts. It feels a bit tighter than the original but it's basic fighting and platforming for the most part but it's appeal has always been the imagination of the world and how it takes mental well being and makes these charming worlds out them and from what I've played so far it continues to do a good job of that. And with these new fangled graphics it makes it look really nice too. They really lean all of it into the art style they made in the original and I think it comes out well, it's a nice game to look at in a weird way. All Double Fine have done is make a Psychonauts game for 2021 and that's all I wanted, and that's all we got. Neat!
  24. The glow up for Suikoden 1 is almost immediately apparent. The script has been tweaked IE better translated. The sprites have QoL improvements and the overworld & town maps have been given a modern facelift. I capped off my first session with acquiring your base. Roughly six hours in. It reminds me there is a reason I hold this series in very high regard. Even the "bad" one (Suikoden IV) isn't terrible. Hopefully if this remaster is a financial success, Konami might even revive the series proper. Or at least give a collection with the other three games (and maybe DS spin-off).
  25. Lots of Oblivion chat so figure I'd post it here I played about 4 hours or so, picked an Acrobat Orc. Lots of jumping, punching and arrow shooting. I have alteration as a major skill, I guess I can use that for shield magic so I don't have to block. It's interesting to revisit as you can imo still sort of feel how BGS generated this sort of inertia with their games that led to them stagnating a lot with Starfield, it kinda starts with this game. But I do think Oblivion is cool in spite of its flaws, it has some of the most interesting one-off questlines. Like the guy who you have to rescue out of a watercolour painting, which I did the other day. I always like the sort of weird episodic style of its storytelling, even if the over-arching narrative is a bit derivative. I don't think I'll be spending too long in Cyrodil this time tho, it's really hard to overlook the level scaling. That you can be at your wits end cracking a hard safe and your reward is another lockpick to replace the 8 you broke and 3 Septims. This is just the kind of thing that when you notice it it can destroy the feeling of exploration, to the point it makes Oblivion the hardest one to return to I think (apparently Skyrim fixed this? I don't know). I'm probably going to just use this as a zone out game now and then when I want a distraction rather than take it too seriously. It got me to install Daggerfall again so I might do the two simultaneously, one for relaxing one for stressing out cause of screaming skeletons. Here's a screenshot with the hardware lumen stuff maxed out, tho I'm keeping it turned off cause it runs badly. It mainly adds/improves self-shadowing to foliage and other things. There's a few minor changes I notice like how when you go up a steep incline, your character's walk animation changes. When you level up, you get these ten 'virtues' to spread across at most three different stats and the amount you spend seems connected with the things you did to gain the level up. So you are still tailoring your character in such a way that their actions govern their attributes, but they don't have this same min-max issue which causes problems in the 2006 game if you get paltry bonuses each level (caused by not leveling minor skills or ignoring the largest bonuses) and falling behind the level scaled enemies. Theoretically that's not an issue here but you won't know until you're at like level 14 or whatever Your health regens out of combat, I don't actually like this change tbh. Hope they let you toggle it off cause I like making potions to do that instead, for the role playing experience and so that mistakes matter more in combat (not that they matter that much or anything, but still) The game looks good enough, but it's got a beige-pink colour grading on everything. It doesn't have the same artstyle as 2006
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