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  1. DANGERMAN

    The Vagrant

    This could go in the PC Bucket thread as it's bumped, but I wouldn't be surprised if this makes the jump to consoles. It looks a lot like a Vanillaware game, both the busty hand-drawn art and characters, but also the way it's structured (think Dragon's Crown). The box style map shows the areas as rooms essentially, not unlike Odin Sphere, and the combat is brawler based with rpg mechanics. You level up, find new gear, which you can enchant, and increase your stats and moveset by spending mana on a skill tree It looks pretty good, not quite up there with Vanillaware's stuff, but not a bad homage to it. It runs well, but I've found it's not quite as responsive as I'd like it to be. It's not framey or anything, but it's as though the input frames are either locked in, or they don't register as often as the graphics update, so you can get yourself locked in to combos and it can feel a bit mushy when you're attacking. I think I'd like to cancel out of chains more easily, turn a bit quicker, and dodge on demand, there's just a slight delay there. Which might be deliberate tbf, it does mean that if you're after a particular move you have to be deliberate, but then the flip side to that is I've just let it throw out a longer combo that it seems to favour rather than go for the one I'd prefer, simply because it doesn't really matter all that much It's really cheap on Steam, less than a fiver at full price, and half that at the minute. It's pretty good all things considered. I took some gameplay footage and posted that below
  2. radiofloyd

    Pyre

    I've played over an hour of this now in about three 20 minute bursts. I like it but it is very different to Transistor (and the early parts of Bastion that I played). The game is part visual novel, part rpg. It's not as text heavy as a game like Sunless Sea (nor remotely as free-form), but the story is told through text like in the second picture above. Pyre is not remotely an action game. It's been described as a sports game in some reviews, but I think that's a bit laughably over the top. The "combat", known as Rites, does resemble a sport in that you have to take a ball and carry it into your opponents "pyre"...but I think this is the one element of the game that does resemble Transistor to some extent. Actually now that I'm typing this maybe it is closer to basketball than Transistor but anyway, I'm not going to call it a "sports" game just yet. During the basketball match (I've given up) you can perform actions like sprinting, jumping, passing and even throwing the ball into the enemy's pyre (oh my god it's basketball). If you don't have the ball you can cast your aura, i.e. attack an enemy. Each team has three characters and you can only control one character at a time. If a character is attacked they are banished for a certain period of time. Each individual character has stats that govern how much damage they do to an enemy pyre, how long they are banished for etc. Each character also has a skill tree and you can pick new abilities when they level up, and each character can also equip one "talisman" that has some kind of stat boosting effect. Those are the rpg elements. The visual novel elements are basically everything else. You move from point to point on the map (so far the game has been almost entirely linear) and this will usually trigger some kind of story event or conversation among your party that is told through text. In one hour I haven't experience much of the story but basically your characters are exiled in some kind of wasteland, and completing this rites ceremony seems to be some way to obtain freedom for them. There is no full voice acting (the characters make a few squables when they speak a la Zelda) except for the character who seems to control the rites, I don't know what it is but his voice seems to remind me of movies like Tron and Logan's Run. So far, it's an intriguing game, and you definitely can't accuse Supergiant of retreading old ground. Artistically, in terms of visuals and music, it's too early to comment but the signs are that this will match their earlier games.
  3. illdog

    Onrush

    Arcade race, gimmie. But, an arcade racer with a difference. There's a lot to explain... Made by ex devs of Motostorm under the employment of Codemasters by the way. I've been playing the single player campain which is called Superstar, so called because winning and fufilling certain tasks earns you stars which unlocks further progress. There is a multiplayer but I haven't bothered with it as of yet. The difference as i mentioned is it's all team games, two teams of eight to be precise. You are always Blue team, enemy is always Orange team. There are no positions, just objectives. There are 8 different vehicle classes but what you drive depends on what kind of event you're playing. Sometimes you can drive what you like and even switch mid game, others you are given a specific vehicle to use. Each vehicle type has it's own strengths and weaknesses as well as unique powers. The bikes for example are easily taken down but they are super fast. The other end of the spectrum is the Enforcer which is a fuck off great humvee type thing which is amazing at taking down opponents but suffers a little with speed. There are four event variants: Lockdown - Kind of like King of the Hill. A moving circle will appear on the track and your team has to have the most vehicles within that circle for 5 seconds to win a point. The circle can be disputed, it's green if it's neutral and turns orange or blue depending on the team with the most vehicles inside. Switch - You start off on bikes, fast but vunerable. Each player on each team can be taken down three times, each time you are taken down you go up a vehicle class (bike to buggy to humvee i think). The goal being to be the team that has the most remaining vehicle 'switches', so you need to try and survive in the weakest vehicle for as long as possible. It becomes a game of either being hunted or being the hunter. Countdown - You drive through time gates adding time to a clock that's constanly counting down, the more of your vehicles that go through each gate the moe time you get. So your trying to get through gates whist trying to bash your opponent out the way. Overdrive - This mode counts boosting as score. You earn boost by kumping, taking down both opponents and 'fodder' which are slow, weak and small neutral vehicles that drive round the track and also by tailing and scraping opponents. You try to link all these boost gaining opportunities together so as to use as much boost as possible, the more consistnet the boost the higher the score you get for your team. So the campaign is made up of different combinations of these game types. What's universal across all modes is the ability to activate 'Rush'. I explained how to build up boost, once you reach 100% boost used you can activate Rush to give you an advantage. This always involves you being faster and stonger for a limited amount of time but you also gain a special ability for the duration of Rush which differs with each vehicle type. Some vehicles will leave a harmful fire trail behind them, others leave like a warpfield behind them called Blackout that greatly effects your vision if you find yourself in it's trail. Ohters still have abilities benificial to the team memebers around them, like a shield or boost increase. Fucking hell, i'm going on I know but there's a lot to take in. Each time you win an event you get rewarded with stars for victory and like I said above stars unlock progress. There are also side objectives to achieve whilst racing that range from easy to hard. Easy examples are to take down a certain amount of fodder or hit a certain amount of time gates. Harder examples are to achieve certain types of takedowns or a certain amount of them. With these awarding stars you need to go for them if you want to unlock the latter stages and some are only awarded to you if you fulfill the objective AND win. Just a couple of random things worth mentioning are the fact that the game always tries to keep you in the action, if you fall behind it will automatically dump you back in the thick of things. Also, the tracks are large but circular so you are basically doing laps untill you complete your team objective. It looks great and it sounds great for the most part. It does play well, it's incredibly addictive but equally fucking frustrating, mostly due to the takedowns. It can be bloody hard to catch up to enemy players despite them normally being not that far infront of you. When you do get to them the takedown can go tits up in seconds. Even if you swerve in to them with all your might it depends where you end up hitting them. If you manage to clock them in the rear part of the vehicle the takedown is yours but if you hit the front of the vehicle you yourself get taken down which is horrificly annoying. Actually it borders on pure bullshit. You are then forced to watch the replay of them taking you down (whilst shouting FUCK OFF YOU CUNT I SHOULD HAVE TAKEN YOU DOWN YOU FUCKING ASSHOLE) and then you wait 5 seconds for a respawn which feels like an eternity. Another big problem i have is visability. When it's night time in game you can't see fuck all. You have your objective to concentrate on, other vehicles absolutely everywhere and the track is littered with vehicle destroying rocks, trees and hazards. Sometimes I can barely race for getting decimated by a combination of shitty visbility and poor takedown recognition. However, every time i put it on im hammering it for three or four hours because it's so much fun. Annoying as fuck fun.
  4. Sounds like someone just drew random words out of a hat innit? But you play as an assault android named Cactus so there. This is free on Xbox One at the moment as part of Games With Gold. It's a frenetic twin stick shooter, hook is you have a constantly depleting battery in the top centre of the screen which you can recharge as and when enemies drop them. Like @Sambob in a zoo, it's rock fucking hard. The play area's are small and the enemy dropm rate is high. You can press the L trigger to switch to a secondary weapon that normally has a bit of kick but it needs charging between uses. You start with a roster of 4 character with as extra one unlocking after each of the first 4 bosses. Each character has unique mains and secondarys and some levels benefit a certain type of weapon so there's abit of experimenting involved. I think i'm on the final zone but by Christ it's not been easy. Some enemies shoot big spikey bombs that can knock you down with one hit, this means you have to tap the button to get up and you get deducted points and lose your kill chain. Some enemies appear in the middle of the stage and shoot 4 way lasers that kill with one hit. It's an absolure fucker but it has that addictive 'one more go' quality. Here's the Giant Bomb quick look to get an idea of shiz:
  5. Well this is a bummer of a story. In a good way. I won’t spoil any story stuff but well worth a couple of hours of your time and makes me look forward to LiS 2 even more. I’m gonna have to do it again as I think I missed quite a bit. Also I had to google one of the puzzle solutions, to unlock the mobile phone. And I’m glad I did as I would never have guessed the combination in a million years, and it’s not something you can just find lying about the place.
  6. DANGERMAN

    Shadow Complex

    Surprised it's me starting this thread. First off it's pretty good. More Bionic Commando than Castlevania, with the powerups being more like Super Metroid (health, weapon boost). It looks nice apart from some glitching in the cutscenes, the sound's brilliant and in terms of budget it deserves the higher price point. I dont especially like the dicking about with plains, especially if you're just nipping out of cover and dont have time to manually aim. It's not always clear what can be used/walked on/smashed. Things like having to leap where there are in fact stairs is idiotic. I've also felt lost most of the way through the game, kind of just stumbling on plot points and never really allowed to explore like I want to. The single most annoying thing though is that you cant see enough of the screen half the time. You walk into a room and take damage because the game hasnt seen fit to zoom out to clue you in. you just have to shoot and hope, maybe legging it towards the enemy hoping to hit cover It is still good (seriously), but there's a few poor design decisions
  7. Hendo

    Fallout Shelter

    Let me tell you the story of Vault 111. In the beginning, there was Vault 489 and it was a happy place. For about 30 minutes. It turned out that the Overseer really didn't know what he was doing and had badly misjudged how much power he needed and sent too many of his people out into the wasteland to forage instead of looking after the vault's meagre power station, canteen and water system. So the people left in Vault 489 were pretty much fucked. The Overseer being a heartless bastard abandoned his people and left for a bigger screened vault to look over (albeit with slower, more sluggish technology) and opened Vault 111 to the world. He was expecting maybe a round of applause or special item for naming it 111, but sadly that didn't happen. Everything was going pretty good. The people were happy, the vault was improving all the time. People went out looking for goodies while others stayed behind and looked after the vault, then everyone was called back to work together and help with booting out (or straight up murdering) raiders who broke in, killing giant roaches who burrowed in or putting out random fires. The Overseer paid special attention to hooking couples up in the private quarters and watching them pair up to make new little survivors. Of course the pregnant vault people were pretty useless in a fire or fight but could do any other job the Overseer told them to do. After a certain amount of time (approximately 3 hours), the pregnant survivors gave birth to little ones who would take the same amount of time to become an adult. The Overseer spent this time shouting at his control screen demanding the rubbish ankle biters "hurry up and drop your balls, for the love of Christ", as children can do absolutely nothing but wander the vault smiling in their stupid smug manner. The water, power, canteen and even the vault door got upgraded and everything was going well until supplies were running low and that stupid child wouldn't grow up quick enough and the other pregnant survivors weren't popping soon enough and people started getting sick. Then the roaches came and the Overseer pretty much gave up. About 6 of the 16 inhabitants died before he gave up, turned his control screen off and refused to go back to the vault. I'm sure later on he'll arrive at a new vault and start the whole process over again. With a new goal of seeing if he can cause incest, seeing as the men and women in there will pretty much fuck anything after a while.
  8. Where The Water Tastes Like Wine is a game where (the water tastes like wine) you wander around America during the Great Depression. You literally walk around a 3D map of America, from state to state and city to city. The actual walking is the weakest element of the game, with this bizarre mechanic where if you hold down the left control button and tap musical notes as they pop up on screen using the four directional buttons, while continuing to use WASD to move, your character will walk faster. It's as clunky as it sounds and I can't imagine why they chose to implement it this way, but anyway... I've played enough indie games to forgive some minor clunkiness. Your character can also hitch a ride from cars that are travelling along the roads. But that's not what the game is about. The game is about collecting stories and sharing stories. By interacting with various places as you walk around the map you will collect new stories or enhance stories you have already collected. The highlight of the game is the characters you meet at various campsites, who ask you to tell them various stories (i.e. a happy story, an exciting story, a sad story). These characters are beautifully illustrated and voice acted, and have stories of their own that they will share with you. After you talk to them they will show you the next location where they are headed. So far I've found it very enjoyable, and it's a game that can easily be played in short bursts.
  9. radiofloyd

    RiME

    Capital R, small i, captial M and capital E. You can't change it, so just accept it. Anyway, RiME is nothing like the last game I played. I'm not sure it qualifies as indie, I guess it does since Tequila Works re-acquired the rights from Sony. The Switch version is out in November. I've played 1.4 hours. There are some pretty obvious comparison points - Ico, The Witness - however from what I've played RiME would have to improve dramatically to match either of those games (even though I only played 6 hours of The Witness). The game takes played on a large island but you are guided along by a fox, and so far I've been following a very linear path. I'm not sure yet if there's a point where the games says "ok, now go explore", or it's simply up to you to do that if you want. The game tells you nothing. Essentially, you move along solving quite simple puzzles to open doors, and everywhere you go there's always a red-caped character in the distance ahead of you (not always, but e.g. in the doorways of towers like in the photo above). The puzzles in the opening hour are simple and don't remotely give any sense of achievement like in Ico or The Witness. The controls are ganky but serviceable, it would be nice if sprinting was a bit faster than it is. Everything else just works I guess. The camera is mostly ok although the few times I dived underwater it was really annoying (didn't Spyro have perfect swimming over 20 years ago?) The game looks and sounds very nice, although again, it isn't remotely on the same artistic level as the two games I mentioned. The game has a day/night cycle and I remember reviews complaining about how daytime was too short and you spent half your time playing in the dark, and I agree. On the whole, based on the first hour, it's a pretty decent 3D adventure game/puzzle-platformer. But the gameplay has been the weakest element.
  10. DisturbedSwan

    Far Cry 5

    I started this a few weeks ago, but only just went back to it earlier today. I'm about 4.5 hours in or so, so not too far. Unsurprisingly, the Ubisoft fan likes the Ubisoft game who would've guessed?! I never played FC4 or Primal, so I can't compare it to them, but it has a very different feel to it from FC3 from what I've played so far. The opening is actually rather dark and chilling I thought, it almost feels like the setup to a horror game or something - and is remarkably similar to 2017's Outlast 2 - something about it just feels much more grounded and closer to home than the fantastical locales of past games. This feels truly like it could almost be a part of America, as America is so batshit crazy (highly recommend watching Wild Wild Country on Netflix) everything about it feels much more real in a strange way and much less of a crazy grandiose game world - at first at least. Probably the most surprising thing about the game has been how it feels totally different to FC3 to play. It almost feels like a modern-day Skyrim in some ways along with Dying Light - two comparisons I really didn't think I'd make - the way you come across things to do feels so organic now. Gone are the towers and all that jazz and instead you come across radio or written messages of information at outposts, people to talk to and discover signs with Elk or Deer on them and it gets added to your map as a hunting spot. Everything feels so incredibly natural in that Skyrim-esque way, it just feels like the way you gather information and the way waypoints now pop up on your map is meaningful and you know how they got there whereas before it was just plonked on when you ran up a tower. Of course you come across places naturally as you're exploring the environment and they get added to your map automatically, but this is to be expected, the organic feel of everything I really didn't. That Bethesda-esque feeling of exploring every locale you come across and exploring every nook and cranny to find loot and other bits and pieces is really compelling in a way I've not really experienced, AC:O had this too but it feels more vivid here and Dollars seem to be harder to come by at the moment than the 100s of thousands of gold I got in that game. There's just something about sweeping a house, cave or home clean of everything that will always be so damn compelling to me. The side quests and activities I've come across all feel more tailored and unique than I expected as well. My favourite of these is by far the Prepper caches, you come across these infrequently and every time I've encountered one they've been a real delight. They're essentially little environmental puzzles, none are two difficult but they all feel so distinct, one has you swimming underwater to find a hidden hatch, another has you parkouring over objects to avoid the electrified water floor and another has you venturing down a drug-filled pipe. I've got Boomer so far and I like the 'folks for hire' mechanic, although I wish they'd travel with you when you drive/fly to a different area as it seems pretty pointless having them on the payroll if they're off the other side of the map somewhere. Boomer is indeed a good boy and I will never get tired of seeing him tear into some cultists throat I cannot wait to get Cheeseburger and Peaches too, I just know the mayhem that will ensue. The gunplay feels great. I've not used many weapons yet though, mainly the bow and the feel of it when you nail a cultist in the head from the bushes will never get old. The pistol and machine gun I've used so far feel like they've got a really good weight to them too and I like all the extensive customisation options available to your in garages. It feels like the vehicle side of things have been inspired by GTA a bit as you can customise pretty much everything, the cars feel ok - a bit floaty - but ok, the helicopters are great though, it's a thrill to now be able to fly around a huge environment like this. I haven't really encountered that many animals yet, a few cougars, bears and turkeys, think I spotted a wolverine too. I think they definitely bring the comedy to proceedings so far, early on I had to take out an outpost, a bear came from nowhere and just wiped out everybody for me, it's hilarious the way turkeys come at you as well with their little gobble reminds me of the N64 South Park game a teensy bit. So yeah, even though I was looking forward to it I was expecting it to be a fun US retread of FC3 and on the surface of it it can look like that, but the feel of the game and its setting feels completely different - in a good way - and it has completely caught me off guard. More tomorrow. Pics:
  11. Battle Brothers is a turn-based strategy-rpg that spent a while in Early Access and was released on PC last year. I've been playing on the default easy difficulty, which is an enjoyable enough challenge that I don't feel like immediately starting over on Normal. Essentially in the game there are the combat parts and the non-combat parts (a bit like Total War...the overworld map also reminds me of Total War, although the similarities probably end there). Combat is tile based, turn based, and plays fairly similarly to any number of srpgs, with different weapon types, abilities and other factors like height advantage etc. Characters that die are permanently dead. Characters can also be injured, which depending on the injury will have various negative effects. You take (and deal) two types of damage, armour damage and health damage. The overworld map, considerably zoomed out, looks like this: Zoomed in a bit more it looks like this: So essentially you hire mercenaries to fight. Mercenaries have food and gold requirements. Food can be bought at towns and gold can be obtained by completing quests or selling items. The game has a day night cycle and this affects a lot of things (i.e. your mercenaries wages are deducted once a day, injuries take so many days to heal, equipment takes a certain amount of time to be repaired etc). There are scenarios in the game that I assume have a story but I'm just playing a general campaign. Quests so far have been either of the combat or non-combat variety. Quest that involve battles are usually nearby the towns that give them, whereas quests that involve accompanying trade caravans can mean travelling long distances. The game has a quite nice graphical style. The music is pretty forgettable and low key so it's one to listen to your cd collection while playing, which I don't mind. There's more to the game than I've mentioned, but that's the basic gist of it.
  12. DisturbedSwan

    Mad Max

    Played the first hour and a half myself tonight as well, I definitely wasn't blown away by it, but I had fun with it, and it definitely gave me a kick to be in Max's world and to play as him being a fan of Fury Road. I was impressed though with how well polished everything is, some of the particle effects, sandstorms, explosions and the intricacy of the way the guy moves around on the back of your car is pretty cool, and they've stuck incredibly to the art design of Fury Road, some locations from the film have been mentioned and some enemies I've fought that were in the film already. It really does film like you could be cruising around in Fury Road, incredibly exhilarating feeling cruising around in your own car as Max, the voice acting helps a lot too, all been rather good and the story missions I've done so far have been better than I expected them to be. The melee combat, so far, to me, has been the weakest part of the game, it has the template of the Batman: Arkham games, but somehow it just doesn't have the rhythm that that game employs to go from one enemy to another with ease and feel awesome as you do so, it just feels like an average kind of combat system, like they've just got the combat template from Rocksteady, dumbed it down a bit and thrown it in the game, already feels a bit repetitive as well, but it can be satisfying, again, early on though. Seems like a huge game too, in my session earlier I was just pretty much going through the opening tutorials and main story missions to get my car, meet certain characters and learn all the mechanics of the game, but there is a lot to get stuck into, not encountered any side-missions as such, but there's been a few side-activities I've got distracted by already when they show on the map and collecting scrap and making sure you've picked it all up at a certain location is already rather addictive. Definitely seems like Avalanche/WB have employed a Ubisoft-style design philosophy as well, everything I've seen and done so far has been reminiscent of what you do in the Far Cry games in particular, like scouting bases, then liberating them to wear down a factions influence in a certain area, the car handling also feels similar to FC also. So yeah, pretty positive first impressions, need to play more obviously, but it's one huge game to get stuck into and I reckon is a must-buy for any Mad Max (especially Fury Road) fans out there, definitely the most authentic MM experience you're ever likely to get in game-form that's for sure.
  13. VA-11 Hall-A (a.k.a. Valhalla) is a cyberpunk visual novel/lite bartender simulator, released in June 2016. The bartending element is fun and simple. Characters will occasionally ask for drinks, sometimes they will tell you directly what they want, sometimes just what kind of drink they want, and you have to choose the right drink and prepare it correctly. It's not complicated and in the two hours I've played I've yet to make a mistake. If only another game I've been playing was as sensibly designed as this... I thought the game had been kickstarted but googling it shows I was wrong. The wikipedia page has a lot of background information on the game. I can see references to things like Policenauts and Blade Runner and Valhalla is definitely in that vein. The characters that come to the bar have been interesting and it seems like the game is going to have a lot of recurring characters which is cool. Aesthetically, the game looks lovely, not least the title screen which has a kind of PS1-era feeling. In fact it might just be me but the game kind of screams PS1-era Final Fantasy... Before each day of work you can set the music in the jukebox, and once you are playing you can just sit back and listen, or switch between songs as you like. The game has other neat small touches like the fact that you can change the channel on the tv. Also, I liked the reference to Stein's Gate.
  14. illdog

    Song of the Deep

    This is an underwater Metroidvania affair by Insomniac Games. It’s the story of a young girl called Merryn who sets off in her submarine in search of her missing father. The general exploring is fun enough, the map seems huge but you can get about at a fair old rate of knots. Due to its type you come across impassable areas that become open to you later as you progress. The next destination is always represented by a big X on your map which is handy, giving you the option of progression or further exploration. You can also discover warps for fast travel between areas. The map is littered with treasures, represented on your map by a gem icon. These treasures are mostly in plain site but getting them again depends on your progress. You’re awarded with power ups after beating bosses (although not exclusively) and these power ups can be upgraded via currency gained by collecting these treasures, purchased from a friendly hermit crab vendor who can be found here and there. So you start of as just a Submarine that has a retractable hook as a weapon. Overtime you gain a boost which is handy at getting through strong currents, torpedoes to shoot enemies at distance, sonar to detect secrets and also the ability to leave your sub to allow you to access thin passages. The sonar, torpedoes, hook and boost can all be upgraded as well as health and “Tyne”. Tyne is a depletable energy that is in place so you can’t constantly spam torpedoes and shit, forcing you to wait for it to slowly recharge itself although by the end this isn’t an issue due to how god like you can become. Ive finished the game, took me just over 10 hours. To be honest the game varies in quality. The general exploring and progress is fun enough with its relaxing music and Irish lady narrator. The bosses feel like they get easier, I’m sure the first boss gave me the most problems but I was completely powered up at the end and came all over the end game bosses face. A lot of progress is made by puzzle solving and here’s where the game let itself down in my opinion. It’s not that they always lack invention, it’s just some of the time solving them just isn’t that fun. Sometimes you have to push and pull barrels or mines through areas littered with potential peril and fucking this up at the last minute means going back to the spawn area of the item and starting the whole thing again. Other times there are instant death mechanics in place and they are rarely anything but frustrating. The other thing that that annoyed me was when you learn the ability to leave your submarine (as you learn to breathe underwater) the camera can zoom in far too close or the character can get a little lost behind foreground scenery. I managed to soft lock myself once. Very nearly a second time but after about 5 minutes of fucking around I managed to free myself from a self imposed trap. It does have charm (there’s that word again) and I did enjoy it overall but it lacks excitement, I was ready for the end (of the game, not my life) after 10 hours. I think I only paid £4 for it, worth it for that price but it won’t change your life.
  15. HandsomeDead

    Redout

    When I posted that Grip trailer the other day it got me thinking about the WipeOut type game that I'd also heard about. I think I was maybe waiting for a Switch release but it's looking less likely that it'll actually happen. I checked the PS4 store and it was there for £35, so fuck that. But the very next day (today) a new Easter sale went up and it was there for less than £16. I guess it was destiny I was going to buy it. But what's it like? I've just played a little so far, but it's kinda cool. It seems fairly robust so far. It's not just pick a ship and do some races like WipeOut, it does have an upgrade system that you can tailor for certain races. You get two upgrades to take in with you, one you activate and one that is passive. The activated ones are like kinda weapon based for the most part while the passive ones tend to affect the speed or handling of your ship. They can also be upgraded by paying money from winnings. You can also upgrade to versions of your ship with better performance. The career is pretty robust. There are also a few race types it cycles through like time trials, races, elimination things that are fairly common in racing games but they're spread out well here. I've not played enough to really get a good sense of the handling. So you steer with the left analogue stick as per, but you also have some slight strafe like movement on the right stick. You also need to pull up on ramps or you damage your ship, not unlike grinding against rails at the sides of the track. I'm having a hard time knowing how to use it. I guess it will click in time but I tend to use it like the air brakes in WipeOut but they really don't work in the same way. The problem I'm having here is you kinda have to get used to it early on whereas air braking was something essential much later on in the game. I'm too old to not be good right away at this. But there was a point I found myself gunning for good times like I would in WipeOut and getting a little obsessive so I think it is getting under my skin a bit at least. I wish it looked nicer though. I don't think I'm a fan of this particular low-polly art style it's going for. I like the colours but something about the geometry of everything isn't working for me. Maybe I'll think differently after I've gitten gud.
  16. illdog

    Secret of Mana

    Cleared some space on my Wii for this most precious of gems. Looks awfull on the 42" but fuck it, i love this game from the bottom of my asshole. Im really interested to hear from someone who has never played it becaue my rosetints ae welded to my face. I love the soundtrack so much, honestly, i ony got to my first oppertunity to save and i had a massive boner. Even when you save it the music is awesome... Im gonna bum this hard like i do my girlfriend when she's asleep.
  17. illdog

    The Sexy Brutale

    I'd head this game was good and i've had it on my sale watch list for a while. This week it was on sale so I bought it, started it and wish I'd bought it sooner. Did anybody else play Gregory Horror Show on PS2? I know @DANGERMAN and I were fans, can't remember if anybody else got on board. Anyways, The Sexy Brutale follows a similar design. In this game you, a preacher named Boone, awake in a huge casino/hotel during the yearly social bash called "The Sexy Brutale" where mysterious and murderous things are afoot. The guests of the party are stuck in a 12 hour loop, yet you have control over time via your stopwatch. This allows you to sneak around, following guests and listening to their conversations, assemble knowledge and use it to try to save them from their grizzly fate. There are grandfather type clocks scattered around the hotel and you can use these clocks as a starting point when you reset the time loop so you can start closer to an incident you want to investigate further as time is always of the essence. You have to find the key so as to wind these grandfather clocks up before you can use them though, it makes you work for any conveniences. The only other thing I'll add is that each time you save a guest you gain their mask and the ability therein, I shant give any examples as the discovery of this game is all part of the joy. You off start off not having a fucking clue whats going on, then you stumble across somebody's path, you follow, you listen, you pick up clues and you put them all together, you figure out where to be and at what time and it all comes together, you've saved the guest and it's back to not having a clue again. But the sense of achievement gained from the starting point to the conclusion is immense. It's actually exciting to see your plan come together and actually work. There only seems to be one key guest to save at a time, at least so far, so it's not too overwhelming. I've only saved three (well. four but two are in one questline) so i've no idea how things will evolve but i really wanted to put up an impression because somebody else really needs to play this game. Well, from what i've played so far you all do.
  18. Crossing Souls is an indie adventure game made in Spain that was kickstarted way back in December 2014. I’ve played about an hour of it so far. The game has a heavy 80s kids-on-an-adventure film feeling, so I think a lot of you would like it. In fact so far it has felt like I’m playing through a film, which is cool. The lovely music helps. You play as a gang of five kids on their summer holidays (in 1986 to be precise). Each kid has unique abilities and you can switch between them on the fly. You start off with just one member of the gang but quickly round up rest as you move through town on your way to meet the final fifth member in the gang’s secret treehouse, which is as far as I’ve played.
  19. HandsomeDead

    Iconoclasts

    I got this a while back and I see no-one else got it so I'll put something here about it. I was always going to get this because frankly it feels kinda tailor made for me. It looks like another pixelated "Metroidvania" but that would actually be fairly inaccurate. While the action looks like it takes inspiration from those kinds of games its actually closer to the Wonder Boy games - or more specifically Monster World IV. This feels like if SEGA published a game to compete against Metroid in the 16bit era and it was made by Treasure. It's that good. So you jump and shoot around (some really nice, tight, satisfying controls), solving some surprisingly clever puzzles and fighting really cool bosses. Whats interesting about the bosses is they nearly always bring a new mechanic with them that you have to learn to use over the fight. Sometimes you even take control of another character entirely that you've not used at this point. It really brings a new panic to the fights, but you have enough life to learn and make a few mistakes without dying and having to start over. It's got a real JRPG scale story as well. You often have party members, there is loads of lore and your antagonists get some JRPG level characterisation as well. It really has more than you'd expect for an action game. I wouldn't say its that good, but I admire the thought. It gives the game a certain personality at least. Like Axiom Verge, it's entirely made by one guy so a certain personality is gonna come out I guess. Early 2018 has been kinda insane for these kinds of games but don't forget this one as well. It's the real deal.
  20. Huh. No impressions? It doesn't surprise me, it's not really all that great. But I have been playing it due to it just being a couple of quid on PSN at the moment so I decided to finally give it a gos since I have been planning to. Now, I've not played the first one so I don't really know these two guys. I understand they are meant to be total shits, but they're not as bad as I was expecting. They're not as irredeemable fuckers as I was expecting. They seem like characters who exist in a shit world and are trying to get out of it; they're a product of the shit world. I think I was expecting them to relish in their shit more, but so far they come across a bit GTA protagonist-y. I could talk about the game more but I can't say more than it being an okay third person shooter. It has some AI that doesn't offer up much of a challenge except for the times it accidently gets the upper hand. I suppose I have been playing on hard because I'm that cool so that's why I am dying a bit. But it isn't because I feel like I'm getting out smarted. The gunplay feels okay except when you're using assualt rifles. The game has some wierd ruls: handguns seem to be the best for long range (except sniper rifles) and assualt rifles, which gaming has taught us are mid range weapons, are really shit at anything but short range. All the automatic weapons act like an Uzi or something; all kick and noise and not much else. I've actually decided to rock the shotgun mostly as it's actually pretty good at mid range... and shite at short range. I have no idea why they have changed the logic of how guns work in video games, it's certainly not to make it more realistic. But it just doesn't feel all that great. I think the only thing I like about it is the style. I do really like the camcorder style. It's claustrophobic, ugly and low key but really intimate to the violence. It's really great. It suites the game alot and they really commit to it. I just wish it was attached to a better game. It's not awful. Some of the levels are actually well put together and offer up some satisfying action, at least as well as the game itself can offer. So I sorta like it. I think the game it reminds me most of is Spec Ops: The Line. It has similar issues, but I don't think Dog Days' story and stuff is not quite as bold and subversive as that, and the shooting isn't even as fun to be honest. But it's nearly there. If this game played like Max Payne 3 we'd have a real gem on our hands.
  21. radiofloyd

    Oxenfree

    Oxenfree was released way back in January which I guess makes it a retro title by today's standards. I don't know about the PS4 or Xbox One but it's currently heavily discounted on Steam so now is as good a time to pick it up as any. As it turns out, I already own it. It looks like this. I just played it for sixteen minutes so I can give you sixteen minutes worth of impressions. So far it's been a pleasant side-scrolling walk and talk simulator. Not a million miles from Life is Strange if Life is Strange was side-scrolling. The conversations so far have been kind of typical preppy American teenage stuff. At the beginning of the game the characters are heading to some kind of after dark party on an island. The main point I'd like to make is that the game has a really good electronic soundtrack. The art style has a bit of Kentucky Route Zero.
  22. Put a fair bit of time into this over the past couple days, think I'm around 5-6 hours in, about halfway through Episode 3. First thing I noticed was the step up in visuals over Rev 1, you can definitely tell this is a newer cross-gen title built for consoles with the lighting, particle effects, enemy designs and a lot of the texture quality being a huge step up from the first game, facial animations are markedly improved as well. The whole game though is vastly different. Rev 1 felt very contained to this one ship, very stuffy and claustrophobic - in a good way, it gave the ship an identity of its own - you do explore other locales sure, but the meat of the game is what happens on that ship with Jill and Chris. This though, feels totally different. You wake up with Claire in this Prison area, find Moira, you've both got these bracelets attached and there's someone listening/watching your every move. It's all very Saw and the look of it is very industrial, there's no other way to put it, it's very grey and rather bland. You do make it out of the Prison after the first Episode and the game picks up after this, but the environs still don't really wow me, everything has a generic kind of look about it that will feel familiar to those that have played RE4/RE5. I definitely appreciate the variation though, but wish the variation wasn't Prison to factory, one grey area after another. You seem to be stuck on this island in the middle of the Ocean, got serious Code Veronica flashbacks playing as Claire and all, but the island just doesn't have as much character as the ship from Rev 1 as of yet. I do like how they've tightened and mixed up the combat though. Being able to switch characters on the fly is great and leads to some cool puzzles along the way, I reckon playing with another human would be fantastic but the AI has done a competent enough job so far. The shooting feels less floaty and the bullet impact on enemies feels far more visceral and satisfying. The inventory management feels much sleeker and easier to pull off too, combining items into various bits and pieces and passing items between the two characters is much improved. So overall, I'm enjoying it, but can't help but feel it lacks a bit of character compared to Rev 1, it's just not that memorable so far, but hopefully it improves. I will say I'm liking the dual plot-lines and time periods, definitely keeps things feeling fresh, just wish you didn't have to repeat a locale with Barry after already going through it with Claire. A few pics:
  23. I got this cheap on a Gog special offer. And what can I say? It's old school Carmageddon, but with much better graphics. For those that missed this game back in the day, Carmageddon is a racing game based loosely on the Death Race movie. You complete a race in one of three ways. First, win the race by completing the laps first. Or second, wreak all the other racers cars. And if that's not to your liking, the third way is to kill all the pedestrians in the map. There are various power-up to find, some good, some not so good. Examples of the bad power-ups are fragile car, jelly suspension, Jupiter gravity, or your car jumps up every few seconds. For a drop in and out game, it's fun. This version was crowd funded to get made.
  24. Started this yesterday, put in around 5 hours into it. It puts you in the bridge of one of the Starfleet ships and assigns you various roles - Engineer, Helm, Captain and Tactical - and pairs you up with random online folks or AI companions to go through a series of structured missions and more vague procedural simulations that are a little bit different every time. It can be played in PSVR or non-VR. This has probably been the most mind-boggling of the VR games I've tried. After meticulously going through each of the training routines which took about 45 minutes I was ready for action, so selected quick match from the menu and suddenly 3 avatars were in front of me in the virtual lobby waving and saying hello. It was the fucking weirdest thing, I just couldn't help but giggle at the absurdity, awkwardness and weirdness of the situation, it was just so damn odd and crazy to see these realistic looking avatars in front of me with all their arms and faces moving, staring and waving at will. So we entered the mission. I'd done the training missions but I wasn't confident with any of them, one of the other guys suggested doing Engineer as it was the easiest so I picked that and just went with it really. It's crazy how everyone takes their roles quite seriously - there has been some messing about too - but by and large it's folks asking others to target a ship and saying 'yes captain' and shit like that, it's just overwhelming how mad it is when you're in there, words can't do it justice. I go through the mission, we fail spectacularly and have a good laugh about it. Then it's back out to the lobby to try another again. The downsides of it is that the AI companions are really shit so you need to play with real folks, and probably 80% of the people I've been paired with have been kids, which isn't exactly ideal but they've been polite enough I guess. But yeah, as an organised crew this would be one of the very best co-op multiplayer experiences out there and I'd say it's essential if you have a PSVR just to see how weird and crazy it is. With randoms though it's luck of the draw what kind of folks you're gonna get, but I've had a ton of fun with it so far and can't get enough of being on that bridge and having that feeling again, it's just bananas.
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