Search the Community
Showing results for tags 'PC'.
-
So I got on the beta. For all the fucking good that did,haven't even got it to work yet. I'll give it another try after work tonight. But my initial impressions so far are, if it doesn't work for a beta,the full release is hardly promising.
-
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.
-
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:
-
So, this is the new game from the Civ and XCOM developers, Firaxis. Perhaps unsurprisingly then, it is a turn-based game. It's safe to say it's more closely aligned to XCOM than Civ though, but this has an ace (or many aces to be exact) up its sleeve that differentiates it from just being a Marvel XCOM game, and that's the largely divisive (from Previews) inclusion of Cards into the combat. As a result of the cards coming into play, the game isn't as rigid or locked into a grid like it is in XCOM, you're free to move somewhere within the little combat arena you're placed in once per turn, with certain placements being preferable, scoring knockbacks or environmental attacks. You can draw three cards per turn, but certain cards do get refunded as they're used up, giving you an additional card or two per turn, you can also redraw any card you're not happy with twice per turn. A lot of the cards so far are quite basic, in that they are 'standard' kind of slash/punch kind of moves, but they do come with additional benefits like knockbacks, chain attacks, inflicting bleed damage and the ilk, on top of these you've got ability cards which gives you and your team buffs as you fight and hero cards which are much more powerful and usually allow you to take out multiple enemies at a time, the kicker being that you need 'heroism' to use them, which is gained by taking out enemies. The enemies themselves have been fairly standard grunts for the most part, if you imagine the basic super soldiers from XCOM, then it's pretty much the same here, just they're now Hydra Soldiers. The bosses have been more interesting as they're now various Marvel villains instead of snake-creatures or something like they were in the XCOM titles. As established in the paragraphs above, the game shares a lot of DNA with XCOM, and that's no bad thing, the animations, certain effects you can pull of like the knockbacks mentioned earlier and the environmental attacks all look and feel very similar to XCOM but they've now got a more grandiose superhero sheen on them. You'll head out on missions from the 'war room' with yourself ('The Hunter') and two other heroes chosen at random to assist you. You'll about your task, fight a boss or retrieve an item at the end of it and then return back to your base. It's in this base segment of the game where you can see where Firaxis has been far more ambitious than their previous title. In XCOM, the base was an important part of the game where you'd build new sections, invest research points into them to help bolster certain specialisations, new weapons and all that good stuff. All of this DNA is contained within the 'Abbey' in this game, which is a huge Cathedral with sprawling grounds for you to explore to your hearts content, you explore this in 3D in your role as the Hunter, gone are the days of a 2D plain, seeing all your little soldiers move into their newly built wing. It's super impressive and such a great feeling 'base' right away that really makes you feel at home, all the segments you'd expect to be there are in their place but there's also tons of secrets to explore and a sprawling grounds containing blocked passageways which will likely reveal themselves to me later on. The Abbey has the feel of the School in Fire Emblem Three Houses or the Normandy in Mass Effect to it. This also takes inspiration from those titles in the new social links system, where you can sit down and hang out around the Abbey with your new team mates as you assimilate and get used to your new surroundings, doing so gets you friendship points which levels up your bond with your squad mates as the game goes on. I'm not too far into the game but I assume the more it goes on the more activities around the Abbey get unlocked and some of the more mysterious bits and pieces I've seen so far unveil themselves. The Abbey is the most ambitious element of the game and is almost a game unto itself, it makes me realise why it got delayed a few times. So yeah, I've loved my time with it so far (probably about 4-5 hours) and can't wait to play more, it's a real breath of fresh air compared to some of the other stuff I've played lately. To be continued and pics added.
-
It's a bit like deus ex/dishonoured but less stealth and more scary. i really like those games so i really like this game. it's also less level based as you can explore the whole space station. you can get powers to turn into a cup, although i didn't really use them. and i say it's scary but its maybe more that the music is scary, it put the fear of god into me and i had to keep taking short breaks to calm down, had some less intense music been playing i think i could have halved my completion time of around 33 hours. oh and you can do stealth but i didn't so not sure how viable it is, but it didn't seem as viable as in deus ex/dishonoured. you get upgrade points that you can spend on special powers/more health and stuff. some of the powers seem cool but i didn't really use them, i went for hacking/repair/heavy lifting stuff to open up more areas. some of the enemies can turn into in-game objects, like a book or projector, which can be quite freaky. the crafting/materials system is nicely implemented, didn't spend much time messing about in the inventory. the gloo gun is pretty cool, freezes enemies and can be used to aid platforming, although the platforming controls are a bit hit and miss. my basic tactic was to gloo gun stuff then shotgun it in the face - i was playing on easy mind so that might not be as effective on higher difficulties. the story is really good and intriguing, although the end was a little disapointing. lots of interesting side missions too. and the game makes you think about your choices, some side missions i didn't do because i was concerned about the consequenses. i played it on pc, my pc is old (2500k) but with a modern-ish graphics card (970) and the performance was great, looks really nice and ran really smooth, except for 1 room, where even on medium it was a little choppy. so yeah i liked it
-
If ever a game needed online play, then this is the one. You play as 1 to 4 people all doing jobs in a kitchen making meals for people to order. If you had a full crew then you could designate jobs like, "you wash the dishes, I'll slice the veggies", etc but I played it with 2 of us and it's tough going. The idea of playing it solo just baffles me. Strictly offline co-op though so I may never see a 4 player game happen. It gets pretty ridiculous as well when the stages start shifting and suddenly all your plans go out the window when you can no longer get to each other because the two trucks that you're cooking on top of have moved lanes and there's no way to get to each other. It's only 2 button and stick game, so if you're on the Switch you can use a Joycon each. Good fun but fucking stressful.
-
The very quickest of impressions as I've only gone through bootcamp (which I did in the beta) and played less than an hour of the campaign (as fucking work was calling) Obviously the game looks stunning, Gears was always an Xbox showpiece and this is no different and on the X it sings... 60fps in campaign means it feels a little more spritely in movement too. The first act has you controlling JD making your way through a destroyed Azura (from Gears 3) complex searching for a way to bring the Hammer of Dawn back online. It's a by the books start to the game... It's apparently chapter 2 where the differences kick in. Shooting feels tweaked but still has that weight behind it and we still have the best headshot in gaming.? I'm hoping this turns out to be an ode to Gears, I know we're returning to past area's, I know past characters are returning... I want lore from this game and answers. Old man Marcus is such a badass. I have a eight hour night shift that finishes at 7am, the missus will be leaving for work at 8am... You'd better fucking believe I'll be staying up until God knows when playing this tomorrow.?
-
Well, this is officially out now, I got my code from CD Keys around 7:30pm yesterday. Pre-loaded straight away after that on GOG Galaxy (28gb install), and after I'd watched this week's Game of Thrones I fired her up, played the first hour or so (headphones ran out of juice otherwise I would've played more) can't really give any thorough impressions just yet but the combat still seems a bit shithouse to me (never liked it in The Witcher 2) and the graphics look pretty incredible (despite the downgrade) in almost fully-Ultra settings on PC. Just within that opening hour I've found myself wandering away from the main quest, exploring little villages and cubby holes so it bodes well for the rest of the game, shall give it a proper run-through later today.
-
Played for a couple of hours and I'm happy to say that, so far, I've loved every minute... everyone already knew it was going to be a spiritual successor to Dead Space and apart from the inclusion of melee combat that's just how it feels. You play as Josh.... sorry Jacob.... who for reasons finds himself locked up and awakens in his cell with things very much already fallen to shit... not long after you receive your first melee weapon and after a quick tutorial you're left to it... I was worried by the dodge mechanic in this for a while but it's actually not too bad... there's no timing window, something I'm immensely grateful for as I have none, instead as long as you're holding left or right when the enemy swings you'll dodge... just don't dodge in the same direction twice. As for the hitting things, it feels meaty as in The Last of Us 2 meaty... and messy which I suppose trying to batter a monster to death would. I've picked up a pistol but so far I've not had much cause to use it... ammo seems sparse. As expected it looks really nice, they nailed lighting and sound... something that would've been criminal coming from the guy who gave us Dead Space... he sure knows his outer space. I've already died a number of times on the middle difficulty with some pretty disturbing death scenes... I think I'll be seeing lots more of these during my run time.😂
-
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:
-
1
-
- PS5
- Xbox Series X/S
-
(and 1 more)
Tagged with:
-
I bought this on Steam today at a discounted price. Now it will sit in my Steam library and mock me till it's June release. Anyone else looking forward to or planning to get the new Shadowrun game next month?
-
So, this has been out a while on PC and is soon coming to consoles and now i've finally got around to giving it a go. Like the first game, It's an insanely open CRPG where you can pretty much tackle most situations anyway you like and has an excellent elemental based combat system (cast a rain spell and electrocute it to shock everyone, poison clouds are combustible - that sort of thing). The customisation is nuts - you can spec out your starting character any way you like, even specifying the main instrument used for dramatic musical moments (I went for the cello). You can even choose which specialty you want any other characters who join to have. Once your past the first 'tutorial' area your left to your own devices exploring an area around a fort. There's very little hand holding here and every NPC is worth talking to - the writing is fantastic. The detail level in the areas is bonkers. I'm only a few hours in, and the fights have kicked my arse a few times (still working out a solid character load out) but it's awesome. Oh - and it has full co-op as well which i'm hoping to start up this weekend with three others.
-
a few of us have been chatting on twitter about this, and it's a bit late at night to write too much (and I'm 15 hours in so there's too much to write about). I never got around to playing the pc version prior to the Enhanced Edition patch so I've no idea what's changed, but fuck me this is a good looking, and really enjoyable game. You get a tutorial at the start that teaches you the mechanics, a few of them are beyond what you'll get at the start of the game (countering for example isn't open to you until you hit at least level 5). It's tough and shows you that combat needs you to be fully concentrating all the time, dodging behind, laying traps, picking the right magic type for the right situation (it generally plays like a normal adventure rpg game). I didn't do very well on the tutorial so was told to play on easy, which I have and it's a much breezier. You can still plan ahead, taking potions before big fights (done because potions take their toll on Geralt and so he needs to be concentrating on recovery), using your shield and trap magics, but really it's about comboing between light and heavy attacks and keeping an eye on your health. I'm getting to the end of the first proper chapter (there's a prologue that sets up the games plot), I don't want to spoil much but I guess I can say that I've fought the kingslayer. I've met a troll, who looks great. Fantasy always seems really one note to me, trolls generally look like trolls, orcs look like orcs, elfs look like elfs, so it's nice that the troll in Witcher 2 looks unique. It's good too that they've captured the tone of the books, the first two of which were short stories, kind of like fairy tales, the side missions really feel like part of that world, so for example the troll is an alcoholic and as such isn't doing his duty in keeping the bridge he lives under maintained. One of my favourite stories was stumbling across two 'scientists' who'd got themselves in a bit of trouble. It turns out they were actually soldiers stationed at a mental hospital who tortured and murdered a spy in front of the patients. This huge trauma created a curse, and they've been brought back to the hospital to face their death. It's quite creepy, really well done, and gives you a choice at the end, one that I went against my better judgement on because I've read the bloody book http://www.mfgamers.com/public/style_emoticons/#EMO_DIR#/wave_smiley.gif
-
I’m about seven hours into this and I’ve finished the first act of the game so I thought I’d share some thoughts. Pentiment is a very unique game. It’s not a point and click adventure, it’s a basically a visual novel, or an interactive book. It’s set in the early 1500s and is clearly a labour of love for the team that created the game at Obsidian (I guess they must have several teams now). It was written and directed by Josh Sawyer, who I’m guessing must be a massive history buff, or at least must have done a lot of research for this game. Many reviews made comparisons to The Name of the Rose by Umberto Eco which is a good comparison I guess. It’s a very highly quality game. I don’t know if the music is strictly made by instruments of the time period or not, but it sounds like it, and it’s very impressive. The art and presentation are excellent as well. The game is unapologetically slow. It moves at its own methodical pace. It feels very much like the result of one person’s strong vision (although that’s just my assumption). I’m really enjoying it. I think it’s great. The time period setting and whodunnit mystery nature of the game make it somewhat comparable to The Case of the Golden Idol, but that was much more of a game and requires much more effort and thinking on the player’s part. Time will tell which I prefer.
- 3 replies
-
3
-
- Xbox Series X/S
- Xbox One
-
(and 1 more)
Tagged with:
-
Started this last week, putting about 12 hours into it and it’s safe to say it’s been a bit of a mixed bag so far. At the very beginning of the game you’re free to create your character as you so choose, there’s about 7 different classes (one of which is locked away behind a pre-order bonus for some reason) - like a Psychic specialist, ranged weapon specialist, all rounder and melee specialist - about 8 different animal-like races you can pick which have various strengths and weaknesses. Along with a way of picking various elements - like Heat, Cold, Radioactivity and Biohazard - you’re strong or weak to and the degree in which you’re resistant or vulnerable to said elements. The classes you pick, resistances you choose and breed of animal you pick seem more like starting points than a set class as you can put as many points into any stats you want to, deviating from your starting point drastically, sticking rigidly to it or ending up somewhere in between if you so wish. You’re then introduced to your mysterious protagonist, who has seemingly come back to town for the first time in awhile but doesn’t remember too much about who he/she is and what happened to the place he/she grew up in. Along with your Protagonist you’re also introduced to the Narrator, his dulcet tones permeate through an awful lot of the game, particularly in the early going. He is reminiscent of Stephen Fry’s performance in Little Big Planet, explaining a lot of the games various systems to you along with acting like a translator to the many weird and wonderful anthropomorphic characters you’ll meet along your journey. It starts off super slow in lots of boring industrial, factory type areas that attempt to introduce you to some of the basic elements in its eclectic crazy mix of various systems. It ends up holding your hand too much though to an annoying degree where you’re stopping to watch a cutscene or some kind of dialogue after every fight or action, not letting you off the lead so to speak until you’re about 2-3 hours in and even then the game still wants to explain a lot of stuff to you. Once you’re out of the early factory area and let loose into the open world things get much better. The moment you step out of the dull factory and gaze upon this luscious, striking world filled with greenery and bathed in sunlight it is a real wow moment that immediately put a smile on my face, it is reminiscent of coming out of the Vault in Fallout 3. I don’t know how they’ve done it with a team of 20 people but the world is an absolute sight to behold, it quite frankly looks ridiculously good and with the added photo mode you can't help but stop and take a snapshot every few minutes. There is a clear Eastern influence running throughout the game with the music, ‘Wung Fu’ combat and design of the characters and world, from the Buddhist shrine-like Tribe outposts to certain enemies wearing Samurai-like armour. The good/bad scale (represented by two light and dark sprites) is a clear nod to the Asian concept of Yin and Yang as well. Even once you’re outside the factory the game still loosely holds onto the reigns for awhile pushing you towards making your first big choice in the game, aligning yourself with a Tribe. On the face of it the choice is a clear cut good vs evil but there’s shades of grey in there with good parts of the seemingly ‘evil’ choice and bad parts to the seemingly ‘good’ choice. I really like this as the whole Renegade/Paramore good/bad swinging scale stuff has been done so many times before and rarely gives you pause for thought, some of the events so far feel a bit like New Vegas where you’re damned to some degree no matter what you choose. The world itself is absolutely massive, as said above I’ve put 12 hours in and have barely made it out of the opening Southern zones you first get to as you get out of the factory. At the centre of the world is the Tree of Life with the different biomes located around it much like a Clock, I haven’t explored much of the world yet but it’s clear there is a lot of variety in its design from the mountainous greenery of the first area to the flooded plains of the next, with the latter being explorable by a makeshift jet ski. There are some biomes that are locked off due to being too hot, cold or radioactive which requires you to get a special suit to be able to venture there safely. The game throws so much stuff at you that it is hard not to be bewildered by it all. There’s about 4 different types of upgrade points you can put into things (character stat upgrades, Psi-points, Bio Points and combat move upgrade points), a loot system where you can find and equip better equipment depending on its rarity, a crafting system where you can make pretty much anything providing you have the right materials, numerous strange animals you can recruit as mounts, numerous machines you can pilot to make your job easier and a multitude of other bits and pieces. The combat is perhaps the most interesting part of the game as it is extremely customisable and it’s possible to play the game however you want once you master or unlock the right elements. On the surface of it, it’s a bit DMC mixed with Max Payne, you have a ranged weapon and a melee weapon (or two) you can use in combination with each other. It’s super fun to just mess about with an experiment, but can feel a little loose and imprecise at times, with hits not quite registering with the required oomph to make them truly satisfying and a somewhat delayed response to your button presses. The world design is possibly the least interesting part of the game. It is very much like a Ubisoft game of 4-5 years ago or perhaps a better comparison would be the Mad Max game of 2015 or Just Cause (as this is made by ex-Avalanche devs), filled with lots of meaningless shite you can do, pickup, explore and engage with. Me being me, I can’t leave these symbols sitting on the map untouched so go around looking for 6 billboards out in the world when my time would be better spent doing a story mission or some of the more interesting side quests. It is a truly fascinating, beguiling and bewildering game that has plenty of promise to it in these somewhat early stages but I’m not sure if all that promise will add up to something in the end or not. I will say again though how astounding it is a game this large was built by 20 developers, it is crazy how big this world is and how much detail, dialogue and character development it has going on in it. The story is genuinely intriguing too which I didn’t expect and I can’t wait to see where things go next.
-
The Demo is out now, possibly the first of two if past Resident Evil games are anything to go off. Based on the demo it's pretty faithful to how the original starts, playing up to the village fight before it ends. The opening moments are expanded and they've developed the combat a little. you can stealth a little now, the knife is a button press, there's opportunities to shoot then melee in a more deliberate way than it felt in the original. There's dodging and parrying, and when enemies are downed you can finish them off, which you need to do and I've had a couple change on me even this early in the game (this could be a demo thing) There are a few changes, as said there's a expanded start with some more story telling played out, and some subversion of what you expect, which runs throughout the demo My only issues so far, I don't like the aiming. I think by design it's easy to miss, but I'm not really a fan of how easy it is to miss even when you aren't being rushed. I'm also not a huge fan of how it looks. That might be a common thing with the engine, assuming this is the same as the RE2 remake, because I thought that could look a little rough at points. I've played the performance mode, and it has loads of ghosting when you turn the camera, whenever there's movement, and just at certain points on any fine detail, so I'm not sure what reconstruction they're using but it's not working great (playing on PS5). I might have another run on the graphics mode to see, then I might even download the PC version
- 101 replies
-
3
-
- PS5
- Xbox Series X/S
-
(and 1 more)
Tagged with:
-
Heretics Defeated! So far, very good. Only got in an hour today (for now) but I'm enjoying everything about this. From the "Happy Tree Friends" aesthetic. To the distinctly Isaac/Gungeon feel to the combat. The cult building aspect so far is the newest gameplay to me and the most intriguing. It reminds me of both Freedom Fighters and the base building of Suikoden. I have fought one boss and indoctrinated three followers into my Cult. While grinning from ear to ear at the presentation.
-
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
-
Sam Barlow's latest game, who did Her Story (which I've not played and know nothing about) and Telling Lies (same) I spent about 5 hours last night and saw credits, however I don't think I'm close to complete I just happened to trigger the scenes which lead into credits. I'm sort of frustrated by it and not sure where it lands with me. It's very hard to talk about without spoiling stuff but at the very least the premise can be explained (it's in the trailer), it's about an actress who starred in three films which never released. One made in the 60s, the other 70s and then 90s. You're reviewing footage of the films and behind the scenes stuff, and some other stuff that's a spoiler. You're supposed to look at the videos and click through different points of interest to unlock other footage, which could be directly connected (same people, same movie) or decades apart. The reason I find it frustrating is there's some stuff it does really well and other stuff I'm not convinced about. The stuff it does really well is it's absolutely an impressive production that's all about fetishising the movie-making form and how it changes over time and between genres. You've got your sexy Chinatown style neo-noir, some weird Lynchian style thriller, some really schlocky yet to fun to watch erotica. It's very self-reflexive, looking through the films at itself sort of thing. That stuff is either going to hit with your or it won't and it will depend on your own movie interests and history with some of the stuff it seems to evoke, I think. It's just the interaction with it all leaves me feeling a bit weird. The three movies basically are a series of linear narratives broken up into a bunch of hyperlinks to each other. There's an obvious thematic link with some of the stuff they're going for and as you slowly thread all the fragments together some of the stuff will lock into your brain as being significant. It's a game about the act of viewing stuff obsessively over and over and unlocking these links. You don't just watch something once and leave it alone, you rewind that shit back and check again to notice stuff that maybe escaped your attention earlier. But the gameplay mechanics for establishing said links seem completely random to me. I ran into one which seemed very deliberate and hinted at a big secret behind one of the BTS events for one of the films, but I went back later and found out that the way the two scenes were laid out was completely coincidental. The thing I deduced was accurate but the act of the game showing it to me seemed like pure RNG. But I guess that could also be the point? I don't know. It's sort of challenging stuff, I think it getting a 10 from Edge and being on Gamepass means it will get put in the crosshairs of lots of 'games should only be fun' type of folk, but I do think the interactive part of the narrative struggles a bit to relay the clear ambition of this piece. I think my opinion on it will change a lot though when I find the rest of the clips and have actually 'beaten' it and can go back and study the footage more freely, rather than doing this weird whack-a-mole type thing unlocking it all
-
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
-
Spent about 5 hours with this yesterday and just left the first planet. I really like that sort of game design in open world games. A complete but bite sized chunk to get you ready for the rest. Places like White Orchard in The Witcher 3. As for the game, it's okay. Crushingly okay. There's nothing in the game I don't like but there is nothing I love either. The writing is pretty good and there have been a few funny moments but there hasn't been a character introduced yet that really connected me to the world and the world itself is your generic capitalism gone wild scenario. Which I like, I'm an easy sell on that sort of thing but it's been done so often that it's just okay. Combat is okay. Loot is okay. Graphics are okay. Character creator is okay. Skills are okay. Player choices are okay. You get it. I'll be putting some more time into it today so hopefully it just starts off slow because there is definitely potential but I worry that they have spent so much time on giving the player a million different choices that none of them really mean anything.
-
Started this early this morning, put in 6 hours over 2 sessions. The start is possibly one of the most harrowing starts to a game I've ever endured, it's fucking horrific. Luckily it goes back to the present day after this, with you on a U-Boat after the culmination of the first game (which I barely remembered to be honest). BJ is in a bad way, in a wheelchair and you have to wheel yourself around the U-Boat whilst killing tons of Nazis (of course) and kick them off the ship, events conspire and you have to rescue one of your team members (one of the prominent members of the squad in the first game) from a Nazi ship. You naturally make your way around the U-Boat, which is your resistance base this time around, eventually making it to the US to attempt to make a dent into the Nazi scum here. I think what impresses me the most about it is just how natural it feels, none of the levels feel like game levels if that makes sense, there's no lava, ice, fire etc. level thrown in there with a questionable explanation, everything feels natural and all the levels feel like exactly where you'd need to be if you were in BJ's shoes. The gameplay loop is very reminiscent of the first game and DOOM 2016 really. You pick up health, armour and collectibles whilst sneaking or shooting the fuck out of people, the guns have a good weight to them at times but the sound seems a little off, all the guns seem a little quieter than they should be to me? But maybe this is an early bug they can iron out. It has that fast pace about it that DOOM had, running around levels at breakneck speed dodging Nazis and delivering punishment dual-wielding some sub-machine guns or similar. It's just such an engrossing game to play, I've never once got bored or wanted to put it down, I want to continue on and see what's next in BJ & co's story, it just feels so natural how the game progresses that you stay immersed the entire time. The only niggling issue I've had is repetition, most of the combat arenas involve you sneaking/shooting your way through a load of enemies in a set stage, there'll be a commander up ahead that the game will point out on your map, if you take him out you stop reinforcements. The problem is is that almost every combat arena I've gone into has gone the same way, you walk in, discover a commander on your HUD and know exactly what to do, it's just rinse and repeat really and there's no surprises. If this continues for the rest of the game it will get very old very quickly, I do hope they mix things up a lot as it goes on. The last level I played was the Roswell (Diner Milkshake) that was in all the previews around E3. It's such a powerful image being dumped into this idealistic Americana town and seeing KKK milling about the streets and Nazi regalia everywhere, you're free to walk about at your own pace and some of the conversations you overhear about slavery and other such topics are incredibly hard hitting too, this game definitely pulls no punches when it comes to taboo topics that's for sure.
-
Spent a few hours with the game during this afternoon, suffice to say it's bloody amazing to look at... The whole driving to the festival segment right at the start of the game just put a massive smile on my face, it's so stupidly over the top that you can't help but grin. So far there's not been anything massively different from the 4th game but to be honest that was already the best open world racer by a huge margin so this just has to build on that. So far I've I think the game has been hand holding me through the early parts but not enough that I can't decide to put whatever the game is suggesting on hold and do something else, which is nice. I also think that the map is definitely going to encourage going off road far more than Britain did in the previous game. Anyway, so far so gorgeous!
- 128 replies
-
4
-
Got stuck into this earlier today, only played the Prologue (Act 1, Scene 1) but so far I like it. You can definitely tell it's by the same guys that made Max Payne and Alan Wake that's for sure, the attention to detail in the Prologue Level and how great the character models are, it's definitely been made with a lot of love this game, not got onto any action bits yet, so can't comment on that, but the storytelling and environs have been great thus far. Also really like that collectibles they've put into the game, explored every nook and cranny of that Prologue and still managed to miss one though think this may be the kind of game I'll obsessively have to go back to via Chapter Select just to make sure I've picked everything up. Also found a really cool Easter Egg in the Prologue level that references another of Remedy's games...but I won't spoiler that. So, yeah, very early days but it definitely left a good first impression.
-
Only played a few minutes before I go to sleep, but yep, pretty sweet so far. One thing I thought was really cool is that one of the menu options is you can change the appearance of the food in game. Could be as simple as you’re veggie or vegan and you would rather not everything be meat, but there’s also some silly options like “Castlevaniaesque” and “monster”. In related and weird news, IGN (or their freelancer) appear to have stolen an indie guy’s video review script. Apparently IGN hav taken down their review while they investigate.