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  1. 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.
  2. This is by SWERY so you know it's bonkers as shit. I had no idea what type of game this was and i was not expecting a horror puzzle platformer. You play as Jackie (J.J Macfield) in search of her girlfriend Emily after she vanishes during your camping weekend in the mountains. Immediately noticable is the slow pace at which you move, closely followed by doughnuts and use of your mobile phone. The game also explains nothing so you have to guess what to do in all instances. So it turns out you use J.J's body to your advantage. She can dismember herself on various types of scenery, from losing an arm (which can be picked up and thrown), then a leg, then you are just a torso, finally just a head (which moves quickly and has a boss jump). You can also set yourself on fire and you can use all this pain to progress through the levels in search of your beloved. I don't wasnt to give anything else away, i just recommend you play this knowing as little about it as possible, it's truly bat shit crazy but I'm really enjoying it (apart from the crawl speed of the character movement). I will say the story/message is getting good, text messages between J.J and her friends are drip fed to you as you progress.
  3. This is a cool, but not overly long, VR game. It's one of those games where the full price is probably a bit much to ask for it, but so much work has gone in to it and it's available to such a small audience they aren't ripping people off. I got it in the sale that's on PSN at the minute, and I'd say a tenner is pretty good for a couple of hours Pixel Ripped 1989 is a game within a game. You play as a young girl with a Game Boy style handheld, the game you play is a fairly simple, but pretty decent, action platformer, more Turrican than Metroid. You're sat in class while you play, so the 'game' is to finish the level without being spotted by the teacher. There's a spitball pen that you can use to activate distractions, buying you some time to concentrate on the level. Eventually the game starts bleeding in to reality, so you have to use the not-Game Boy to affect the world. The headmaster level is probably the best example of this, it's a great level, but if you die you have to retry the whole thing, 1989 I guess. On the nostalgia front, despite it mimicking the green screen of the Game Boy most of the games referenced and the sounds and images cribbed aren't Nintendo focused. There's a few Sonic homages, some Ghouls & Ghosts, Battletoads (fittingly, the worst section of the game). It makes sense, the developers are Brazilian, what doesn't make as much sense is how UK centric it is, I would have bet my house this was developed over here. It's cool, I enjoyed it quite a bit despite some frustrations during the boss fights. Some of them ask you to do quite a bit at once, and I found just darting about shooting while taking damage was as effective a strategy as any other
  4. Won't be giving any lengthy impressions here as I pretty much covered the game in my R6:Siege Beta thread a few months back (can be found here: http://www.mfgamers.com/index.php?showtopic=40972&hl=%2Brainbow+%2Bsiege) and doesn't differ too much from the beta, largely I'm just going to address the improvement Ubi have made since the beta and comment on the other maps and modes that weren't in that. So yeah, everything is largely the same as the beta, the graphics are much better, the maps are more detailed (for the most part), they've changed the operator logo's (for some reason) to slightly more colourful ones and added a couple of Russian ones I don't remember from the Beta. In addition to this there's of course a lot more game modes in Terrorist Hunt and Multiplayer sections to play, and the addition of 'Situations'. Situations is basically a slightly lengthy, non-mandatory single-player tutorial, it's 10 missions that put you in various different situations, can be played on Medium, Hard or Realistic, you get a star each for getting 4 headshots, completing the mission with more than 50% health and killing 2 enemies whilst aiming, for each star you get 200 renown (R6:Siege XP) which you can use to buy new operators to use or upgrade/customise weapons. Terrorist Hunt, which was in the Beta, but only had the 'classic' game-type where you go in and have to clear a map of enemies on whichever difficulty you choose, there's quite a few more game modes in this such as attacking or defending a bomb or area, rescuing a hostage from a group of Terrorists etc. Incredibly similar to what was in the Beta, but the different game modes add a bit more variation this time around, it's good fun, and a decent distraction every now and again, but not as good as the PvP, the difficulties seem a bit strange as well, Realistic is almost impossible and I've failed every time I've tried, but Hard is too easy and I've succeeded every-time I've tried, so there needs to be a better balance there in my opinion. Multiplayer, now categorised as 'Casual' and 'Ranked' play-types, with Casual being the only option open until you reach Level 20, it also seems to me that the only game mode you can play is variations on TDM (defending/attacking a bomb, defending/securing an area) as in the Beta, there's not been any hostage rescue or anything for me so far, and you have to reach Level 20 to unlock these additional game modes it seems, which is slightly annoying, but the game is so good you probably won't care. A huge amount of maps now in MP, 11 in total and I've probably encountered 8 or 9, 3 of which were in the Beta (House, Embassy and Hereford), all of the maps I've played are absolutely phenomenal, a lot tell a story without actually telling a story (if you get what I mean), some of which make me think there was meant to be a story-mode at one point or another but it got pulled, because of the stories the maps tell by themselves alone. Thankfully, Ubi have managed to address the server issues that dogged my time in the Beta a few months back, haven't had any disconnections, and haven't had to wait a long time for the matchmaking to get me into a game thankfully, have had a bit of lag and a few glitches though but only in a couple of games. Just as tense, just as tactical, thoughtful and filled with suspense as the Beta, and probably the best Multiplayer game of the last 5 years, the moments in it when you outsmart an opponent through quick-thinking and planning are incredible and fill you with a sense of fulfilment and satisfaction that barely any other MP game can give, it's a shame that no one will play it. Highly recommended, if you are even in the slightest bit interested in squad-based tactical shooters, then get it.
  5. shinymcshine

    Elex

    I'm never quite sure, when browsing the PS Sale that I clearly bypass the highly reviewed AAA games that I've never played, and turn to something niche, but it's often the way it turns out. Couldn't find a thread for Elex but I know a couple of the GamesTM people played it, so thought I'd give it a go. Seems a bit overwhelming in the early stages, 2-3 hrs in, wandering off gets me quickly killed, whilst walking around picking up quests in the barbarian village is a big hit & miss (no way to access inventory or map without using that item they don't want you to use....) But I'm reassured from reviews that after the first 5 hrs or so it gets a whole lot better.
  6. Steam tells me I've put 9 hours into this, so I think I can put some thoughts down. It's an RPG tower defense hybrid. Collect character classes through the story and put them down as you would towers on the battlefield. They don't move but have different abilities and stats. You have your short range, long range, healer and slow-shit-down classes just like any normal RPG or indeed tower defense. So it's a bit weird that I haven't across something as overtly a hybrid as this before. You level up your characters as you go and although you're only given one of each through the story, you can buy more in the shops. It makes sense to have at least 2 of everything, at some point 3 of everything might be wise. You also buy new weapons and armour from the shops although the stats are ultra simplistic as nothing has a downside - you can clearly see if that new piece of shiny is better, worse or the same as your current build, which is brilliant for ignorant fools like myself. The gameplay itself is really fun but it's not gonna win over anyone that doesn't like tower defense as the core gameplay really is just that, just with levelling up on top of it. The story is very RPG though and is pretty much pants. The writing is pretty shoddy and the cut scenes are just un-animated stills that change occasionally. I think it normally goes for a tenner which is a bit much considering how "homegrown" it is but there is a lot of a game there.
  7. Jimboxy

    Sniper Elite V2

    So I was really looking forward to this. All the vids pointed to awesome. But the end result is pretty hit and miss. The good: Realistic ballistics and holding your breath waiting for that perfect moment is excellent. Then the shots themselves are addictive and never a bore. Seeing exactly how well you did, bones shatter, lungs pop, balls burst. Realising you can shoot an enemies grenade hanging from their belt. The bad: Hate the AI in Far Cry 2? It's that times ten here. Setting up your first shot is always a pleasure but as soon as you've taken it all enemies on the map have a switch flipped on their head and know exactly where you are. But wait, it gets worse. Why be armed with a sniper if the AI (now knowing where you are) can hit you a mile away with a world war semi automatic? The cut scenes are mostly awful too. A mixture of in game graphics and cgi. The final kill in the game is massively comical too, mostly because of a squishy noise and cut to black/credits. Unfortunately a large part of my enjoyment of the first and reason for buying this was for online battles. Death match style multiplayer is not present on the console versions. Instead we are left with co-op only modes and I didn't find these enjoyable. The result: While not a complete failure it's hard to play this game as intended with the AI as it is. The first Sniper Elite was a perfect mix of stealth and mocking the enemy which would only have an idea of your location if they'd had a visual. I did have a lot of fun along the way to the unintentionally funny conclusion though (I played it in a weekend), it's a damn sight (rofl) beter than Ghost Warrior and it's well worth a punt at a budget price.
  8. DANGERMAN

    Crysis 3

    I picked this up over the weekend, I'd heard it was really short so I figured it'd be a good thing to play before Bioshock came out. Either I play Crysis wrong or the talk of a 5 hour campaign was nonsense. I don't really know what to say about it other than it feels exactly like Crysis 2 but is actually fairly different. Crysis 2 was a series of puzzle boxes to play about in, do puzzle box 3 to move on to 4. Crysis 3 has a better flow to it, the areas feel a bit more sprawling, and if you are locked in it justifies it a bit better. You're back in New York but it looks completely different, it's like you mixed the first games jungle with the seconds city. It also looks and runs better than Crysis 2, at least in areas where there isn't lots of flowing grass. Enemies are still a bit too eagle eyed for my liking, I still feel hugely reliant on the stealth suit skill, which means I'm slowly luring people to their deaths. the bow is pretty good but there's not a lot of ammo for it. I wish they encouraged verticality a bit more, the game is way less flat than Crysis and Crysis 2, but it's rare you can actually climb any of the structures. And they still haven't explained what happened to Nomad at the end of the first game, in fact that you're playing as Prophet again confused me for a while, I think I might vaguely remember what happened there though. I doubt there's going to be a lot of takeup for this on here, but it's a decent game
  9. I've seen this game around quite a bit but not paid too much attention to it, but the creator started a thread on Gaf the other day detailing how it had sold. If I remember right the pc/mac version hadn't sold much at all, the ios a bit, Android a decent amount because it had been featured in the Staff Picks section, but the platform it had sold best on was the 3DS. Again it had been featured, still is under Winter Picks (or something like that), but the key thing for me is that it's only £1.99 It plays a bit like a not as hard Megaman, not that it's easy, just that it's not as hard as Megaman. You can jump and you can shoot, you can't shoot up, you can't shoot diagonally, but you can duck. The stages are pretty short, you're scored based on how quick you do them, and at the end of a set of stages there's a boss fight. The boos fights might be my favourite thing about the game, they aren't massively hard, it just takes a bit of old fashioned skill and patience to beat them. It does suffer the way Megaman did in that it's ever so slightly unfair. There's plenty of times where you'll jump, which will make the screen scroll forward, spawning an enemy to fire or fly at you and knock you to your death. You have unlimited lives though, it's just a case of starting from a checkpoint (more often than not the start of the stage). It's not very long, but apparently the 3DS version has extra stuff. It does look pretty nice, the 3D isn't too intrusive, and it is pretty cheap compared to most stuff on the 3DS
  10. DANGERMAN

    Wargroove

    I haven't played a huge amount of this but someone should start a thread It's the easy comparison but Wargroove is basically Advance Wars meets Fire Emblem, but bigger. It's got the commander concept, stronger units that mean victory/failure if defeated, and who also have special abilities that can affect surrounding units (health recovery, defence boost, an extra turn), this is the titular Wargroove. Aside from that it's the familar Advance Wars tile based gameplay, with units being strong or weak against other types or units. This could be clearer, you click on them and have little icons that show the types they're strong to or weak to, but it might be better to have it spelt out a little more, maybe even showing that they're boosted as you line up an attack. There's also critical traits, things like having two pikemen next to each other means that the one that's attacking will have boosted attack. It's a key part of the gameplay but some are much easier to act out than others. For whatever reason, as much as Wargroove is Advance Wars and it is Fire Emblem, it doesn't quite feel like either of them, it's not as immediate or as compulsive. It might just be that it's be that it's not as good, the first Advance Wars rates as right up amongst the most I've enjoyed a game on first encountering it. I think part of it is the maps, they're larger than the early stages of the Nintendo games its aping, and they quite quickly start trying to trip you up in a way that those games don't in their early stages. The fog of war it introduces for example, Advance Wars would leave enemies very deliberately in place so you could breeze through learning the mechanic, Wargroove turns it in to a proper level. It also feels like some units are just not very good, it's less rock/paper/scissors and more that swordsmen are just worse than pikemen. The longer length of missions is probably not helping it either, but then, that's just in comparison to Advance Wars and the like, it's a good game, it just suffers because it wears its influences so obviously I will say though, I'm enjoying it, and the way the audio pans as you attack from one side of the screen to the other is a great touch
  11. Gearing up my pc to be able to play this, been watching streams of it for ages. My pc is about 6 years old now or more and its got 4gb ram and a gtx570 so I've found 8 gb ram and managed to get a gtx 970 for 100 quid which should put me in a good position.
  12. I'm surprised there is no thread for any of these. I got this a little while ago and just started getting around to it. I've not really played any of these games before except looking at the Vita one for a few minutes when it was on PS+ so I'm more than a little late to this party. So its a relatively simple block puzzle game with ties to music. You make up squares and they disappear... then you get points and you have to last a long time. Sorry, I'm not very good at the game yet and I don't think I understand it that well. I've played a few of the missions were it sets up certain situations and you have one move to eliminate all the blocks but I've not been strategically setting anything up yet in the main game; I just whack stuff down vaguely together hoping it will all combo together further down the line. I do try to time my dropped blocks to get the most down before the music's BPM(?) bar does a scan so I can get the most down and get combos... I think, that's how it works. I'm having fun with it, anyway. I'm a bit hot or cold with the music so far to be honest but I'm enjoying the game. I have no idea how I'm gonna get anywhere near @spatular's score.
  13. I spent the end of last year finally getting around to Just Cause 3. It had been languishing in my backlog for ages,so one day I thought “I really need to play this”. Leading to me happily playing through to the end,taking over the entire region of Medici,and doing the DLC,which increased the carnage with a missle+machine gun wingsuit,and mech. Having had so much fun with it,I bumped JC4 to the top of my Boomerang rental list. It just arrived today,so spent an hour or so playing it. I noticed a number of reviews say it looked graphically worse than JC3. Having that game fresh in my mind,I have to say I agree. It doesn’t look awful,but something is definitely off. I’m not entirely sure why,but at the moment I prefer the way JC3 looked. At the moment my weapon inventory is limited to two guns,as opposed to the previous system of two guns and a pistol. Maybe that changes as you progress in the game. I don’t like that the button to swap weapons is the same as reloading. You press Square (on PS4) to reload,hold it to swap weapons. It feels weird. As for taking over regions? Gone is the whole “go to an area,blow up everything and take it over” setup. Instead, you get rebels to take over places by assigning them to a region. You have to unlock more people for your army by causing Chaos. I haven’t played enough yet to judge how that properly works. But it feels like an unnecessary change. I liked liberating everything myself,so I’m not entirely sure how this will play out. I intend to play plenty more of it, as the series has always been fun. But I can see why this got a mixed reaction in reviews.
  14. Well,this is a very welcome return for the Onimusha series. It’s been laying dormant for far too long (So has Dino Crisis,Capcom. Hint hint). So when it was announced that the first game was getting a Remaster,I was all for it. I absolutely loved these games back in the day,which was basically “Resident Evil but in Samurai times”. And the game has held up really well. The combat is simple enough to learn, one button for sword attacks,another for magic,one for blocking. Killing enemies earns souls,which are used to level up your gear. The graphics have been given a nice lick of paint, it looks good. Though as it’s a straight up port,there’s things to be aware of. Cutscenes are totally unskippable. Which wouldn’t be a problem,except for the infamous Water Puzzle section. Which puts you through 3 traps in a row,the final being a sliding tile puzzle,which are always a massive ball ache. Made worse here as you’re up against a time limit,and failing means doing the entire section again, after going through a lengthy cutscene preceding it. YouTube guides to the rescue for that bloody bit. It would have been nice to have some extra content thrown in,such as a history of the series,promotional material,stuff like that. Something like the effort Capcom put in to the Street Fighter Anniversary Collection last year. And it’s a shame it’s only the first game,rather than all 3 in one collection. But I’m just glad to have the series back. And hopefully we will see more of it in the future.
  15. Anyone else bought this? It's a tower defence sort of thing with some third person shooter bits tacked on. You get a crossbow, melee weapon and a load of traps that you continue to unlock as you progress through the game. Kill Orcs, get money for more traps, put traps down in the most evil configurations you can think of and shit back as bits of Orc go flying everywhere as they are smashed, chopped, skewered and burned to death. When the trailer came out for it I thought it looked quite terrible but it is not. It has a lot of charm and it's full of amusing one liners from the Orcs and the main guy. Gameplay is really satisfying and not at all fiddly. You can pick 8ish traps at the start of the level and cycle through them with LB/RB and put them down with RT. I am well over half way through now and it has become very repetitive and that is my main criticism. Environments haven't changed at all the whole time and each level consists of herding the Orcs into a choke point and putting all your defences there. Levels that are a bit more open and require you to guard multiple areas can be quite frustrating and the map doesn't do a very good job of letting you know how close the enemy is to your base on the multi tiered maps. Unless it all changes on the next level I would say the game is a lot of fun but at 1200 points there isn't really the variety you would expect and no co-op or multiplayer modes is disappointing. Definitely one to consider but 800 points is probably a fairer price so I would suggest waiting for deal of the week.
  16. From what I've played so far Revelations is actually very good, it's a bit of a mix of old RE style and the new RE style. You can strafe, even without the circle pad, and provided you make good use of the scanner ammo is less than sparse. The flip side though is that you're very much dealing with monsters rather than villagers, it's rare they attack in groups, and the tone is creepy rather than high tension. Revelations is paced for the 3DS, you've had chapters in Resident Evil games for a while but here they feel a bit shorter, early on at least, and give you a nice little recap when you boot the game up again. The one thing I will say about this structure is that 3 hours in I'm still unsure if the game has really started properly. I began playing as Jill in the tutorial mission, then as Chris for a while, then I think Jill again with some more new features rolled out (it's a bit jumbled), then I played as Jill's partner in a flashback. In fact half of what I've played has been a flashback of something or other, each time to a different time. Hopefully now with a boss beaten, and a Chris level seemingly on the horizon the game will start to settle down. In terms of resident Evil tropes Revelations handles the limited inventory slightly differently. Now you aren't just dumping stuff in one big bag, instead you can carry a certain amount of health, a certain number of grenades, and annoyingly a limited amount of ammunition. This might be a design decision, you revisit areas so had you completely picked it clean on your first run through there's a chance you'll have left yourself short on a return visit, but the capacity (which can be upgraded) is pathetically small. On that note weapons can be upgraded at certain points, with the scanner being fairly useful at finding the bonuses you'll need. I'll admit that once I realised I was going to have to back track and revisit areas my enthusiasm for Revelations took a bit of a knock, but all in all I've really enjoyed it, certainly more than what I played of 5
  17. illdog

    Resident Evil HD

    I know you do son, I know you do. And you used the wrong write you big bell end. I bought it too, made the crazy mistake of only buying it on one console. I am struggling to enjoy it again at the moment, i thought I would love to play this game again as it's been a few years but I'm finding it incredibly dated. I shall play again on Thursday (when I finally get some time to play games again) with the knowledge of what it is and not what I thought it was and see if we get along then.
  18. After seeing a glowing review at Eurogamer I thought this would be a nice counter game to the gritty/bleak violence of God of War, and an excuse to pry the Switch away from the kids. You have to bare with me on the premise - you play as a dung beetle who's the new postmaster on the tropical island of Mokumana, who's guardians are being attacked by the 'God Slayer'. After meeting the previous postmaster, your given a postman badge and told to go meet some fellow further on in the island. Navigating the island is a joy, you push a ball (of what I hope isn't shit) about in front of you and there are numerous pinball flippers around that you activate with the L and R triggers, launching you all over the place. You meet various strange characters and creatures along the way, who give you challenges and rewards. One example is having to find six soot balls in a lighthouse, with the lighthouse essentially being it's own pinball table. Completing these tasks gets you new abilities granting access to other parts of the map, a la Metroid/Castlevania. The art style is great, the music is fantastic and it's a joy to play. All in all, well worth the £15 entry fee.
  19. DisturbedSwan

    Artifact

    So in my odyssey to try as many different genres as possible and always branch out into new genres of games I'm not comfortable with I've turned my attention to Artifact - Valve's new strategic card game based on characters from Dota 2. This is the first game like this I've played (aside from Gwent in TW3 I guess - which I did as little of as possible) so I won't be making any comparisons to the full Gwent release, Hearthstone or any of the other card games like this as I'm unable to really know at all how they compare. I'm not really sure what compelled me to play this really, I saw Ben Moore of Easy Allies playing it on Twitch one day when I was bored and decided to watch his first baby steps into it, I found the whole thing incredibly daunting and compelling, something I really wanted to sink my teeth into and have that nice learning curve, feeling yourself getting better day by day. I believe what is unique about Artifact is it has 3 lanes which is a mechanic kind of borrowed from Dota 2/LoL. This obviously makes things more complicated than some of the others I've seen where you only have to focus on one plain. In Artifact you have to focus on 3 all at the same time, with the game focusing on one lane at a time sweeping from the left one to the right. The aim of the game is to destroy either 2 of your opponents towers or 1 of your opponents ancients - an ancient will only be unleashed once a tower has been destroyed. You've got 5 different types of cards - Creep, Spell, Improvement, Hero and Gold shop cards. Creeps are essentially minions that you can summon to block certain actions the opponent may make, they also spawn randomly on the board at the beginning of some rounds. Spell cards mean you can use some kind of spell on a hero or against the opposition. Improvement cards put some kind of constant buff in a lane - like constantly dealing +2 damage to an enemies tower after their turn. Hero cards are the most important cards of all and what you must aim to destroy and protect in order to eventually damage two towers and win a match. Gold shop cards are what you buy at the end of a round and they usually heal one of your heroes or give you some kind of buff - you accrue gold by taking out the opponents' heroes or creeps. The four main cards mentioned above - excluding the Gold shop cards - are also colour coded coming in Red, Blue, Black or Green. You need to pay close attention to the colours of heroes in your deck as you can't use any of the correspondingly coloured Creep, Spell or Improvement cards without having a Hero of the same colour in a particular lane. If one of your heroes gets taken out in a lane then they can no longer use any of those coloured cards until they respawn 2 rounds or so later. The different coloured heroes have their own unique characteristics they bring to battle as well, Black Hero cards are assassins that can take out an opponents heroes easier, Red Hero cards are aggressive tank-types, Green Hero cards are a support-type and Blue Hero cards are used to control a lane. With all the numerous variables above it's important to have a decent deck. With the game you get 2 starter decks of 40 cards each and 5 card packs of 12 cards each along with 2 event tickets. So you get a load of cards to make a decent deck of your own with or you can modify the starter packs however you like. It can be a little frustrating at times when you see an opponent utilise a certain deck so effectively and you go to copy it but find out that you don't have most of the cards and it would cost £15 or so to get them all. But it is really fun just building decks to see if they're effective or not in a competitive game, I spent a good hour earlier just tinkering around with bits and pieces in my deck, swapping out heroes and just experimenting with stuff - it's a lot of fun. I don't fully understand all the intricacies of deck building yet but I'm getting there little by little and my first deck I build earlier has got me my first two online wins earlier tonight. The game is just an absolute blast. It's compelling, addictive, tense and fun as hell. You feel like there is a weight to every single decision you make and one bad move can be the difference between success and failure. I hadn't had much luck for some time as I'm still learning - and there's a lot of skilled folks out there already - pretty much every facet of the game and it is incredibly bewildering and humbling to have to try to learn all these different variables at once and go up against hardened card game players online. It's fun just playing even when I'm losing a load of games, but now I feel like I've got a semi-decent deck and a couple of wins under my belt I feel I have a real chance against most opponents which is great. When you get a win it is a pretty damn incredible feeling. I learnt what little I know from these excellent short tutorial videos:
  20. DANGERMAN

    Child Of Light

    I think that's all the tags for this, basically it's out on just about everything. Child of Light is actually a surprisingly complex rpg, even if it is a bit on the easy side. During combat you and your enemies share a movement meter. Once you get towards the end of the meter you can cue up an action, that action takes a bit of time to activate. If you manage to land a hit on an enemy whilst they're activating their move you'll interrupt them, sending them back down the meter. You also have a firefly who can slow down enemies as they charge, heal you a bit, and pick up items. If you have multiple characters you can switch out characters, this doesn't spend your turn so you can still perform an action with your new character Out of battle the game starts off like a simple platformer, but then you learn to fly. There's still the odd puzzle element to the map, items to find, even alternate characters it's apparently possible to miss (Brad missed one on Giant Bomb). There's gem stones you can equip to add perks, things like fire damage or resistances. It sort of feels superfluous with how easy the game can be but it's nice that it's there. It looks amazing obviously, and the soundtrack is great, made by someone respected but I'd never heard of her anyway, I'm really enjoying it, it's not the greatest rpg ever, it's just missing something, but it's pretty good so far
  21. First off it's slightly different from the demo, for one the intro is much longer, which lets you see more of Arkham and see more of the Joker. The game itself starts off with the same tutorial battle against the goons, and is the same up until you beat Zsasz. In the demo you then do some more stealth stuff, here though it takes you through some basic climbing stuff and a bit more fighting, before you move onto the 'boss' fight against against one of Jokers mutated henchmen. The fight is a massive anti-climax, it's really just to teach you to dodge, which might be for the best as the camera is a bit like Gears' (right behind you) and so it's a little hard to manoeuvre around. I thought I'd worked out the tactic to beat him, but well I'll leave it to you lot to find out. It's pretty good so far. At points it looks brilliant, at points the ps3's lack of AA shows through. Characters faces are still bizarre, the the environments are really well fleshed out, it doesn't just feel like a crate has been dumped in a room to fill it up a bit. I've just got to a bit where I have to backtrack. On the way through I noticed rooms, items and areas that I couldn't access yet, so my guess is that Arkham might not be all that massive. Although there's every chance it is, and the game is just longer than I'm expecting
  22. This is an odd one. It starts somewhat typical; you play as a young woman called Mina who is fed up of the small village she lives in and wants to go out and explore the world. What makes this a little different, for video games at least, is she wants to do that through cooking. But being a chef in this game's world is a little more exciting than it is in reality. The general gameplay goes like this: Next to the kitchen where you cook the food there is an area brimming with monsters (oh yeah, you're feasting on monsters in this world, too) and you go out chop them up into tasty little bits using a combat system which is maybe more versatile than needed. Rather timely it is very Smash-like: a direction with an attack gives you a move with its own properties (launchers etc) and you have special "magic" moves also tied to a button and direction. But these can be chained together too. It's not to serious about its combat but I do like to launch them, combo, teleport behind them and combo more to keep them in the air. It's fun but kinda needless as you do just need to be killing things quickly for their tasty bits as you are timed. When you have enough bits you put your spoils in the pantry and start cooking. This is done through a match three puzzle game. And this is where it gets surprisingly complicated. I'm not gonna go into it too deeply because I'll be here all night but each ingredient contain either two, three or four Bejeweled gems (lets just call it what it is) and chaining three together intensifies the taste, where it turns into a different gem which can be chained again to intensify the flavour further. But there are so, so many additional mechanics as the game moves on. Different pans can alter the properties to how things are chained. The story factors in too. It's very Monster Hunter in it's story as it adds a plague to monsters to add some stakes (or steaks! lol! *dies of comedy abuse*) to keep things from being too twee. Ben will hate this game. It'll make his teeth itch or whatever. But what the plague does is add further mechanics as you'll have to deal with eliminating poisons and dealing with taste gems that break down and disappear. It's generally well acted, especially by the lead, and kinda funny at times. It's a pretty game too with its hand drawn backgrounds and animations. It does repeat its areas bit but I think its just a function of the insular, low-key story its telling. I've been enjoying it more than I thought I would. I know back in the day there was that platformer puzzle game on the DS that was like this a few people here liked. I think this could be good for those, too.
  23. Started this today, put in about 3 hours. It left a hell of a first impression I must say, absolutely loved what I've played so far. I played 2014's The Stick of Truth and whilst I thought it was very good overall, it lost its way towards the end for me and became incredibly repetitive, leaving a sour taste in my mouth as I limped over the finish line. Being a huge South Park fan and seeing an idea like that executed so well and with all the trademark humour and lore established in the show translated into the game flawlessly was fantastic. Being able to go around South Park and explore every nook and cranny of it, finding chinpokomon and all sorts of mad side quests, it was really cool. But towards the end it became real repetitive and a lot of the reason for that was the combat. It was enjoyable for the most part and quite a bit of fun but towards the end where you're put into challenging fight after challenging fight it felt like a real slog. It just felt too basic for me after x number of hours, it didn't feel as deep or tactical enough as I wanted it to be and just became a chore. Fast forward to 2018 when I finally get round to playing the second South Park game, The Fractured But Whole, and I was somewhat trepidatious as to what to expect. Even though it has been over 3 years since I played the last game the finale left such a sour taste in my mouth that I really didn't know if I was going to enjoy this or not, I thought it would just be more of the same and with Ubi SF taking over development duties I just didn't know whether it would have as much charm and humour as the original game. Thankfully - as mentioned at the introduction, the opening 3 hours of the game I've played today have put all my worries to bed. It has just been an absolute joy to play in every regard, exploring the town again, speaking to all the characters around the town that we know and love. It's just great to be back in South Park again. Probably the best aspect for me though has been the ability to open every door on every house or store and look in a hell of a lot of cupboards for loot, it is just incredibly addicting in a Fallout kind of way, I can't remember an awful lot from the first game apart from the ending, combat and the abortion clinic so I don't remember the first game having this level of loot to find. I remember going to people's housing and exploring the town - looking for chinpokomon especially - but yeah I don't remember there being this level of reward for looking in every draw in a house or store. Another aspect is the little puzzles you come across, some have that metroidvania element to them where you haven't got a certain ability yet so will have to come back later to get to the chest/item just out of reach in a particular locale. That level of exploration, exploring the town and encountering all these little side quests you can pick up like discovering who key'd Randy's car at night or speaking to Morgan Freeman in the Taco stand so he can teach you how to Craft bits and pieces. There's a ton of collectibles too, but the main ones I've found so far are these Japanese-style art pieces called Youi or something like that which are a bit anime looking and quite strange. One of the other new elements is the 'Coonstagram' stuff which encourages you to take a selfie with everyone you can see so you can get more followers - and unlock more missions down the line I presume. So there's another puzzle element of getting someone to have a selfie with you, sometimes it'll be something simple like buying stuff from a vendor but other times you'll have to help Jimmy finish a school project or something like that. There's also this artifact system where you can equip one into a 'hero slot' on your character and it'll give you and your team some kind of boost in combat. Most hilarious one I've found so far is a buttplug I found in Big Gay Al and Mr Slave's house that gave me +35 'might. You can find costumes all over South Park too - of course I got the AC costume with some uPlay units though The aspect that has impressed me the most though and is the biggest improvement from the original is most definitely the combat. I don't remember it especially well from the first game but here it feels SO much deeper and a hell of a lot more tactical with the new tactics grid. The grid enables you and a bunch of enemies to move about turn by turn, using different x, y, x or a abilities but all the abilities require a certain placement in order to attack multiple enemies or knock an enemy back into another for a bonus. A lot of abilities cannot be activated if the targeting square cannot reach the enemies square so placement on the grid itself is key. As well as this there's numerous ailments to consider and AOE damage when certain enemies die, you still have a timed element by pressing A at the right time when taking a hit or doing a move - which fills up your Ultimate meter quicker - but it doesn't seem as full on as the first game and the tactics grid makes everything feel much clearer and less simplistic if that makes sense. A bit more side-scroll XCOM-lite and less Child of Light if that makes sense to anyone So yeah, I really didn't expect to be as impressed as I am with it but it's safe to say it has got me hook line and sinker, cannot wait to dive back in tomorrow. Some pics:
  24. Hendo

    Below

    Initial impressions are not positive. I like some of Capybara’s previous games and Jim Guthrie’s soundtrack for Sword & Sworcery was fantastic (and he’s here too) but in a post RDR2 time, I’m not sure I have the patience for this. It starts off with a cut scene that isn’t obvious it’s a cut scene as nothing really happens, unless you press the pause button and it gives you the option to skip it. So I let it run and yet still nothing really happens. Apparently this has gone through a lot of changes through the years but I’m not sure this is what I wanted. You don’t really get any sign posting of where you’re going or what you’re doing but I managed to get a torch and start going into caves but my interest just fell right off. It doesn’t help that the view is incredibly zoomed out and my old eyes are squinting at the TV to try and figure out what I’m looking at. Looking at the trailer from 4 years ago it hasn’t actually changed much: Still, I think it will take more glowing reviews and impressions to make me want to jump back in, because the whole time I was playing I was just wishing I was playing Smash instead.
  25. Played the first 80 minutes or so. Incredibly impressed so far, it has actually managed to exceed my expectations. Got quite a jarring start to it, Kidman randomly shows up and puts you back into Stem, telling you about your daughter (who knew?) being stuck in there. It's just all incredibly convenient and I'm sure Mobius is upto some Shenanigans, they're definitely using Sebastian for something...don't trust them at all. Things go wrong pretty much as soon as you enter Stem, You then find yourself in Union proper, and are funnelled into an extended tutorial, meeting some of the zombie-like enemies similar to the first game. And that's pretty much where I left it. But yeah, I'm incredibly impressed so far, the atmosphere is just absolutely horrific and the whole small foggy town vibe really reminds me of Silent Hill, I just love the way they mess with you as well through the Stem-delusions, so great to just have no idea what the fuck is going on some of the time. Oh and the graphics are a HUGE step-up from the first game, I never subscribed to the idea that the first game looked bad necessarily, but looking back on it now it was incredibly dated, just looking at the character models and lighting in the new Steam engine (modified IDTech 5), it's such a huge step up. The frame-rate has been a pretty solid 60hz but I have had a few dips to 57 or so at times, seems solid enough though to not notice for me. Some pics too:
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