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  1. Played 90 minutes or so myself and I've enjoyed it so far, already I can tell this is a really well made game that has had a lot of love and attention gone into it. The puzzles are pretty basic in nature, essentially a 2016 Snake-Light puzzle but with different elements that make them harder and harder such as having to pick up little squares on your way to the goal and having to control two snakes at the same time. They have grown quite challenging already and I've got stuck a couple of times already but persevered and eventually found a solution. The island itself, the atmosphere and the art style is where the game really shines, there's absolutely no tutorials, no hand-holding whatsoever and you're left to explore wherever you like and solve whatever puzzles you like. The game looks truly beautiful, like a 3D painting come to life. The Island feels purposefully bewildering, haunting, eery and mysterious and just ripe to explore, it definitely has that Skyrim sense of wonder to it, seeing something in the distance and thinking to yourself 'Ooh, I wonder what's up there' and then sauntering up to see what you find. Found a couple of the voice recordings too and they were both high brow philosophical quotes from famous scholars, scientists, philosophers from a bygone age. My only worry so far is the repetitious nature of the puzzles, but I've read they go more in depth the further you get into it so its not a major worry. Going to put another 90 minutes into it later tonight.
  2. Started this earlier, got about 4 hours in. It's pretty much what I expected really, borrows a lot from 0 in terms of the 4 fight styles available in battle (Brawler, Beast, Rush and Dragon), aesthetics and uses the same engine. From what I've played so far the story seems much slower and more convoluted than 0, with 0 I felt that threw you right into the deep-end right at the beginning and had you assaulting the Dojima Family HQ within about 30 minutes of beginning the game, whereas with this for the first 30 minutes or so you're running around a heavily cordoned off Kamurocho (so great to be back) trying to buy a Ring for a Woman Kiryu's trying to impress, with the main thrust of the game taking place after that and featuring tons of time jumps between '95, '96 and 2000 back to Present (2005). It just gets a bit hard to keep up at times, I think if I'd not of played 0 I wouldn't have a clue who most of the main characters are either, definitely helps playing that and having a backstory to people like Nishiki, Kazama-San etc., knowing what they used to be like before this game. So yeah, typical Yakuza really, tons of glorious cinematic cutscenes and beating dudes' skulls in with Motorbikes, Scooters and signage in some lavish locales and office buildings. Only after reaching Chapter 4 did I get full access to Kamurocho as well without any gates, felt so good to be able to run around and go exactly where I wanted to go after quite some time. Of course the first thing I did after seeing the unlocked map was find out where the naughty stuff was and head straight for the 'Gentlemen's Club' also noticed an Adult Video store on the map too which I'll have to explore tomorrow. The first two cutscenes with Majima were the funniest moments in the game so far, particularly when he's in disguise as a Policeman the second time and wants to search you to see if you've got any 'Smut DVDs' on you . Only done two side quests so far and they were cool and kooky but didn't stray too far into zany hilarity of Zero's just yet, but yeah, still very early days. Unsurprisingly then I really dig it so far. It definitely doesn't seem as expansive or grandiose as 0 in almost every way, definitely more of a focused lower-key story with only one area to play around in this time around, less mini-games and none of the cool distractions like Real Estate or Hostess Club Management but yeah seeing as I never played the original game back in the day I'm very happy with the way this is going and can't wait to dive into the open-world distractions more tomorrow.
  3. DANGERMAN

    Yakuza 0

    I think this might also be on the PS3 but I don't think we're getting that version over here. Also, I'm under embargo until tomorrow so I can't really say too much If you've not played a Yakuza game before, people initially compared them to Shenmue before other people got a bit annoyed about that and argued they were the Japanese GTA. They're more like Shenmue, there's more to do and there's way more combat, but it's a dense town and as you walk the streets you'll be attacked, then the game turns in to arena combat. The fighting is fairly brutal, it's mostly punching and kicking, which fills your heat meter, this makes you more powerful, but also allows you to access Heat moves (kind of finishing moves), triggered with triangle when the scenario is right. These can vary from simple stamping on people's heads, smashing their faces against a wall, or powerbombing them, stabbing them repeatedly in the guts. They're great There's different fighting styles now, 2 characters, and essentially each has a standard combat mode, a quick combat mode, and a power combat mode. There's skill trees for all, and rather than experience points you now spend money to improve yourself, which you beat out of opponents. This is kind of a mixed blessing as early on it means you can level up pretty quickly, but soon you'll be needing 30million for each move and that's when you'll have to start engaging with some side quests you might have otherwise not bothered with The side quests are plentiful. They vary from entertaining substories you don't get a huge amount from (they do have some rewards down the line) other than it's something entertaining to do. Some of them are very funny, one or two I wish I hadn't started, but all in all my the only thing that's made me regret playing through so many of them is that I'm supposed to be rushing to finish the game. As well as these side stories there's a few old Sega games, Out Run, Space Harrier. There's baseball, bowling, karaoke, some of this you'll be forced to engage with at least once, but of the 3 I've mentioned I've only done the karaoke, and it's great The story is actually very good. You play as Kazuma Kiryu initially, he's the main character through the series, but they have tried sidelining him a little in the past. The game opens with Kazuma beating a guy half to death on behalf of a loan shark, the guy later turns up dead which puts Kazuma in the firing line with his Yakuza bosses. It's a rabbit hole that goes fairly deep, it's got a lot of yakuza morality in there, and there's some cool shitty yakuza to face off against, but it's a story about real estate and power grabs, You'll then switch to Majima Goro, who was one of the antagonists in the first game, but people liked him so they keep bringing him back. They've toned him down a bit, I suspect we'll see something that makes him snap towards the end of the game, because he's not his old future self at the minute. He's been kicked out of the yakuza and is running a club, he has to make enough money to buy himself back in to the yakuza, but that involves doing some stuff he might not want to. It's not as good a story as Kazuma's, but it has started to tie in One final thing, this is a prequel, and apart from one part of Majima's story, I've not seen anything that requires prior knowledge of the serie. In fact, the way the game is structured, holding back content and doling it out slowly, it's probably as good an introduction as you could hope for
  4. Continuing my Indie binge with Hollow Knight. Heard lots of good things about this game earlier this year and saw a Let's Play from Easy Allies of the first two-ish hours of it, has been on my Steam wishlist ever since. For those that don't know, it's an Indie Metroidvania game set in an eerie melancholic bug-world. I've enjoyed it quite a lot, being new to the Metroidvania genre I didn't really know what to expect, I've seen an awful lot of great indie Metroidvania games and kind of got turned off them in the past as there's just so many, I'm glad I gave this a go though because it's now a genre I'd like to explore more. For starters it doesn't hold your hand at all, you get a very brief control tutorial and are then left to explore the world. It doesn't explain anything at all, and if I hadn't of watched the EZA Let's Play I would've been a bit lost on where to go and what to do, luckily that gave me a brief idea. It was still a bit disconcerting exploring areas and not knowing where the fuck you are in the slightest, no map, no idea where the next Rest point is, no idea where the entrance to the next area is or anything though. Luckily you realise how the map system works pretty early on and then discover a vendor to add new areas to it, mark your location on the map etc. All incredibly useful. The gameplay loop is pretty similar to Souls I guess, if you die you loose all your 'Geo', you get Geo by killing enemies. The most innovative mechanic is that when you kill enemies you get souls that you then use to replenish your health, which adds to the whole risk/reward system of the game as it makes you want to attack more in combat in order to get more Souls to heal in the heat of a battle, it is a balance at times as your Soul supply can be used for other things too. You use a small sword for the combat (called a 'nail') which enabled you to hit enemies in any 360 degree direction, there's a lot of enemy variety on offer, when you go into a new area you have to learn their mannerisms all over again, there's a few areas with traps for you to fall into (similar to Souls) too, it always feels fresh and involving. It has that Souls feeling about it to about worrying where the next save point is, knowing you've got 1000+ Geo on you and whether to venture into the next area where a boss may be waiting or head back to a previous area and save. I won't give too much away but new mechanics are introduced as you go along that unlock new locales, one changes the platforming significantly and one changes the combat to a significant degree as well, the game never points you to these so presumably you could go the entire game without discovering them. There's also a system similar to the rings in Souls where you can get slightly more Souls when you defeat an enemy, a bit more health etc. but the slots are incredibly limited at this time meaning you have to choose very wisely which you want to equip. The game looks absolutely stunning, it has a really unique art-design about it, it's cartoonish but the backgrounds and levels managed to look realistic and give a very lived-in, ancient kind of vibe. By far and away the best thing about the game is the music though, it is just absolutely incredible and makes the each area feel special and meaningful, when you go to your first town and a certain song plays it's just so melancholic and haunting at the same time, it really is very special. The noises the characters you meet along the way make are fantastic too, they put so much personality in them just from gibberish and grunts. A few pics:
  5. DisturbedSwan

    Anthem

    Started this last night, have probably put around 6-7 hours into it so far. I'm not going to go into too much detail as folks have already put up detailed impressions of their time with the demos. But, yeah, seeing as my expectations for this were pretty much 0 and I'd not played any of the pre-release demos, alphas etc. I have been pleasantly surprised. The graphics are what I noticed first really, it looks absolutely phenomenal. The voice acting and motion capture for all the characters just feels so incredibly lavish as well, all the performances are amazing and the motion capture just looks and sounds like one of the most realistic I've ever experienced. The hub world is reminiscent of Destiny's Tower but it feels much more Biowarey than I expected it too, it feels like much more of a real, living, breathing place than the lobby-esque workmanlike aesthetic of the Tower. Throughout the first few missions more and more areas of the Fort are introduced to you and you discover new people and places to see like a lovely plaza and bar. What has surprised me the most about the base is probably the NPC conversations though, you have multiple people to speak to after pretty much every mission you finish and talking to these different people to get to know them is a real joy, it doesn't feel like some throwaway exposition dump like in Destiny and other GaaS shooters, you do feel these folks have personalities. The 'action' part of the game I just felt like I was playing an Iron Man game really, there's not really any other way I can describe it. It felt fucking amazing to jump of of the cliff face outside the fort and just engage the thrusters for the first time. Combat itself feels way better than I expected too, although it has been very easy so far with me dying once and my shield being depleted on only 1 other occasion, all the other missions I've played have been a breeze. I have had quite a few bugs. Textures popping in some places - one time I was flying around and a whole environment was pretty much white and then spawned in around me making me crash -the helmet of your character not appearing on the cutscene that plays just before you go on a mission, a weird one where the subtitle box from previous dialogue stays on the screen and won't go away. I've also had quite a struggle getting it to run smoothly on my PC - which is surprising - I had to lookup a guide to get the settings right earlier and have actually managed to get a mostly stable 60fps with few dropped frames - before I was getting as low as 30fps in firefights. I actually haven't had the game kick me out at all though which is surprising, the servers and matchmaking side of things has seemed uber stable so far apart from the long loading times to get into a mission. So yeah. I like it and I want to play more. Apparently after 10 missions there's some kind of Wall that you have to grind to get up, but I'm not there yet so just enjoying the journey so far. It definitely feels way more Bioware than I was expecting and way more distinct thanks to the flight aspect. Lots of pics:
  6. I'm very early in this, but I picked up my save which was right at the start of the main part of the game, after the prologue. I'll say right away that the prologue is a very poor onboarding to the game. It goes on for about 3 hours I think, involves a lot of tedious, rail-roaded shite, and it's hard to really care about what's going on with Henry at this early point of things. So it's why I stopped. I picked it up again and have wandered around a bit, and I think I'm more into it. Straight off what it feels like is a more sim-heavy version of Oblivion. Oblivion is my point of comparison cause of how the game gives every NPC some sort of routine, they go to sleep and they kick you out of their houses, things like that. Not that Oblivion is the first game to do that but it's the most notable example from the HD generation There's a huge attention to detail in this, having been to a castle just outside Prague and seeing some of the countryside IRL I feel like I can appreciate that part of things more this time around. You go in all these churches and there's these frescoes and things, and they throw a mountain of historical context at you in the codex if you're into that. It's definitely a game for a particular type of history nerd, or, if you prefer, extremely boring people. So I'm into that. I've done very little still in the way of actual gameplay though, haven't even swung my sword since the prologue. I stole an apple and loaf of bread and wandered around at night without a light, which apparently gets you chucked into prison (nevermind that I was right behind another NPC without a light, and did they arrest that guy? Did they feck). I'm still at that point of blindly fumbling through the fog of systems, survival mechanics and quests, but I think these initial parts of a deep, open world RPG where you work your way through your bafflement are sort of the magic hours, before it all settles into predictable routine and czech-lists. So I'll savor it cause it's not often you get a lavish, HD open world game that is anyway hostile to its players and pushes back a bit. I think this game is actually more gentle to the player than its reputation, I haven't had a problem getting food or things like that, but my point is it doesn't feel like a gentle themepark ride the way modern Bethesda games can feel There's a hardcore mode as well, but I'll save that for the sequel, if I complete this one (I heard the sequel is easier)
  7. Duck

    Slay The Spire

    As i kinda explained in the new purchases thread this is rogue-like RPG dungeon crawl/deck builder mash up that is currently in early access. (it's about 12 quid) When start the game you choose from 1 of 3 characters all of which have different perks and attributes, then another perk/gift much like in rogue-likes/Dark Souls/Hearthstone etc. Your aim is to get to the end of the game without dying as it's perma-death. Game over. I think there currently 3 Acts at the moment and in each map you're given a map and have to chose one of 4 starting points at the bottom, with the boss at the top finishing the act. Once you've chosen you get to pick the next step to move along that path... like this.. - Unknown is Unknown . It's a story event. I could end well (with a new passive perk or something) or badly. - Merchant is a shop where you can buy new cards or items. He usually has some sales too. - Treasure is a treasure chest - Rest you have the option to gain some of your heal back or upgrade a card. - Enemy is a enemy. - Elite is like a mini boss. You see this map even before you set off so you can plan a bit. Do i go after that treasure or have a rest on the other path?.. etc Risk/reward, it's cool. Ok, now the turn-based combat. It's all card/item based. Looks like this.. Like Hearthstone/most card based board games, at the start of each turn the player has a certain about points that they can spend to lay cards. This can be modified with other cards/relics as you progress tho. And like Dominion/rogue likes you start off with very basic cards but after every fight you get to choose 1 of 3 cards to add to your 'deck'. So as you are progress and building your deck, your character is getting better. Enemies/bosses drop loot like money which can be spend at the shop or relics which give you a passive ability. Once you've spent you're points, you end the turn and the remaining cards are put into the discard pile. When your draw pile is empty, the discard pile is shuffled and you start again. That's it basically. It's simple but fuck, it's reeeally good. It merges the deck building with the rogue like stuff really nicely. I wish every turn-based RPG had the same combat/deck building loop this has. It's much more approachable and pick up and play than any card-based video game i've played too. Even more so than Hearthstone. But it still does a lot of the things i like about deck builders. So, yeah if you've ever thought of giving a card game a go but were scared off how impenetrable they can be. Then this maybe the gateway drug. Very addictive. Great game, still in early access too so it should only get better.
  8. Played 2 hours of this so far and have got through the Prologue/tutorial section pretty much - the section which Journo's played through during the tutorial. So far I'm incredibly impressed with it I have to say, way more than I was with RotTR and probably around the same as TR 2013 - although admittedly my memory of that is a little hazy by now. The first thing I noticed was how goddamn gorgeous this game looks, this is the first game in the series that I've not played in 720p/900p at 30 on consoles and goddamn what a different experience playing on PC - granted it will still look pretty great in almost 4K 30 on Xbox X but at 1440p/60 with everything set to Ultra boy does it shine ?. I thought RotTR had a distinctly last-gen look to it and here whilst there's still a few rough looking textures here and there the whole engine and graphics as a whole looks much improved. I think the lighting is the most impressive though, going through caves, water and a small Mexican town, the way everything was lit was just astonishingly beautiful. It's a shame that so much of the early story has already been revealed by previews and trailers, but the beginning is pretty spectacular. You start out after the shit has hit the fan then go back before it hit the fan to find out what the hell went on (although I knew this already thanks to previews). And it's pretty damn fantastic, lots of slow exposition through a beautiful Mexican town where you can just take in the scenery, music and vibe of the place as you slowly make your way through and investigate followed by some light tutorial stuff and a tomb (yes an actual tomb this early!) which was great fun followed by a nice light puzzle room. After this things go bananas in a typically TR kind of way and lots of mad shit happens which involves you gunning down lots of dudes and running away from collapsing buildings/mountains. I just like the somewhat slow build up this time around, it feels a bit more organic in some ways than having you thrown in at the deep end for the 3rd time in 3 games and let's you appreciate the bombast when it does come all the more. The things they do with the characters already has me way more intrigued than I was for the entirety of RotTR which helps an awful lot too I just hope it continues to bring home the drama. I guess in terms of mechanics, controls and gunplay you know what to expect if you played the previous two games, although I will say I think the new rappel manoeuvre and the way you can now stalk enemies from shrubbery-covered walls is really cool and feels such a good fit for the Jungle environs. I have had some technical issues though. The photo mode is borked for me, everytime I access it the camera does a weird juddery motion and then as soon as I quit the mode everything is ok again, I have also had some huge framerate dips when hanging from ledges which is odd as its been a solid 60 everywhere else so I've had to turn off a few of the superfluous graphical effects and that seems to of remedied it. But yeah, so far I'm way more impressed than I expected to be with it and I can't wait to dig into it again tomorrow night. Some pics:
  9. So, this has been out a while on PC and is soon coming to consoles and now i've finally got around to giving it a go. Like the first game, It's an insanely open CRPG where you can pretty much tackle most situations anyway you like and has an excellent elemental based combat system (cast a rain spell and electrocute it to shock everyone, poison clouds are combustible - that sort of thing). The customisation is nuts - you can spec out your starting character any way you like, even specifying the main instrument used for dramatic musical moments (I went for the cello). You can even choose which specialty you want any other characters who join to have. Once your past the first 'tutorial' area your left to your own devices exploring an area around a fort. There's very little hand holding here and every NPC is worth talking to - the writing is fantastic. The detail level in the areas is bonkers. I'm only a few hours in, and the fights have kicked my arse a few times (still working out a solid character load out) but it's awesome. Oh - and it has full co-op as well which i'm hoping to start up this weekend with three others.
  10. I started playing some of this. I'm definitely going to need digital foundry to hold my hand on what settings I should be turning on, the auto detect option on the game itself recommended I max the game out but that isn't happening. I figured I would settle for 30fps but the camera motion in this is really bad, it doesn't feel good. So I'll have to tweak that. Anyway it's very janky and hard to play so far. Everyone makes a big song and dance about DLSS but it dont play well with camera movement. I guess there is a hell of a lot of detail to be reconstructing all the time. Sometimes the game looks spectacular but sometimes I'm sort of finding it to look kind of terrible. Part of it is the game feels sort of weird. People phase into existence in front of you, cars render in front of you. Obviously there's weird shit with people t-posing but that's minor. At one time in a cutscene V was completely naked for no reason, that made me lol and makes me wonder if your model is always like that cause it's a FPS game and you can't see your tits or dick or whatever. Gameplay wise I find it hard to play and the HUD and text is such a bad clash of colours and design that I can't tell what's going on half the time or what the things I'm picking up are. This could just be the awkward teething phase but it feels kind of gross. The driving is also really swimmy. I mean I'm sure it gets good as you go in but yeah it's like kind of clunky in a really strange way. These guys did make The Witcher III I suppose. It feels like someone took Euro jank and gave it all the money but kept the jank. The game throws a million things at you at once and displays a bunch of info on your HUD that's hard to keep track of. It's not a very gentle easing into the world, it sort of just throws you in and you're constantly bewildered, well I am anyway. I'm confused. There's a lot going on here but it's not so much that it's deep just that there's a fucking lot of it and I can't be arsed to read it all. I played 3 hours of it, one of which was a big shootout. The shooting doesn't feel good, but it sounds good. Aiming is bad, there's a lot of control options to figure out so I will definitely be following whatever guide somebody puts up to fix the issues with it. Anyway it's cyberpunk, it does the Bladerunner thing. Pris is in it, sort of. That's what people wanted, a very Bladerunner-ey game. Except this is less chin stroking and more aggressive 90s Rob Zombie in your face all the time. Feels of an era This game is very hard to run, pretty much never see 60fps at the settings the game recommends for me. It's exactly the kind of game people were expecting, an absolute monster for both GPU and CPU. A new Crysis.
  11. I guess I'll try and kick off a thread for this. I got this yesterday and played through most of the Berlin mission. I'm basically at the end of it but trying to hold off on progressing too fast and want to savour things a bit. These games are so good at designing levels which are rewarding to explore, I always enjoy the feeling of taking a really long time to work my way to a specific area and then finding a really inconspiocus short cut I could have taken, the multibranched progression through each stage and the way it twists and winds into itself makes it fun to literally just walk around looking at shit. Even while not necessarily making much progress on your targets. I play with almost all the HUD elements turn off except the one which lets me see targets are red guys. Not to make the game obtuse or difficult but to get more of the pleasure of just wandering around looking for ways in, or eavesdropping convos. You do sort of need the instinct vision tho as some targets are not very obvious to look at, especially in Berlin I'm not playing Hitman for the story so I was happy to jump right into the first mission that interested me, I tried a bit of Dubai but it looks more like an introductory mission with some story handholding. Not that that's bad, they do it in the other games too. Berlin is very classic Hitman tho. It even has a flavour of Hitman Absolution to it with the way it sets things up, but I think it's better than Absolution The premise of it is Older Hitman games have played with this concept a bit (Silent Assassin, Blood Money) but it takes center stage here It's quite a pretty game, it doesn't look hugely different to the last two but they made some lighting adjustments like screen space reflections. Not ray tracing, but I don't think it really needs it. The older levels get updated with it as well. I posted some screens in the screenshot thread but they came out a little too dark and don't get the visuals across very well. I imagine it looks great on Series X/PS5. There's also some great line reads in this. I'll probably just dip into levels from all three games now that they're all on the one package and 60GB. I still have to do Japan in 1 and every mission in 2. For now I'll stick with the new stuff.
  12. Sambob

    Bloodborne

    This is a bit hard then. Them load times too. Played half an hour, mainly been the same bit over and over.
  13. Played the first 3 hours earlier. I like it so far but it barely feels like I’m out the tutorial really so very early days. A lot of mechanics are being introduced still and it feels like the reigns haven’t been let go of yet so I’m not free to fully explore the world yet. First things first. There’s a lot of cutscenes. Almost all of them during the Prologue are ones we’ve seen from past trailers so in some ways we’ve all seen the opening hour but without the context you’ll get in the game. After that you’ll start to see some new stuff but at this early stage most of it is just introducing you to characters and locales with not an awful lot going on in terms of plot or anything. I’m not sure I need to go into a deep dive over the way the game plays as we’ve seen the gameplay trailers in the past. If you’ve seen those clips with Sam delivering packages that’s pretty much all I’ve done so far, the tone has definitely been on the serious side - thus far at least - with the piss grenades and Kojima wackiness completely missing during the opening stages of what I’ve played at least. The way it feels to pilot Sam though is probably what has surprised me the most, I read someone else somewhere compare piloting him to driving a car in GTA or something which had me a little bit worried because I assumed he’d control like a tank but instead he controls like a Sports Car if anything. He is incredibly nimble and controls very intuitively which I was shocked about, the walking speed is a light jog as well which means you get places really quickly. Holding L2 and R2 in will enable you to keep your balance much better and it’s a godsend when you’re carrying something heavy or traversing mountains as it will stop you flailing from left to right wildly. The way you load and unload packages feels very intuitive as well and it’s somewhat novel in letting you pick it up and then rearrange it on your person, it feels very tactile. I’ve made 3 deliveries in total in my time with the game so far. It seems fun enough to me to simply get lost in the world and walk about eventually getting to your delivery point but as mentioned previously I haven’t been fully let off the reigns so far so have only been able to explore very linear corridors which have been funnelling me to the next exposition point. I have met the ā€˜BT’s’ once so far and the whole experience completely weirded me out. I fucked it up first time around and was flailing wildly not knowing what to do before being chased by some kind of monster thing so I reloaded and gave it another go. The atmosphere in those moments is so damn tense creeping around them whilst crouching and holding your breath, the BT’s themselves give me the creeps, they’ve got such fantastic sound design. It probably goes without saying but the visuals are absolutely phenomenal as well. They world design has a really unique art design to it, I don’t really know what I can compare it to really other than possibly Nier Automata maybe? It just has this washed out melancholic but vivid quality to it that I’ve not really seen much elsewhere. If you like somber indie tunes you’ve come to the right place as well, in particular moments the music will swell and the camera zoom out to give you a sense of place whilst adventuring along. Kojima has a great music taste. As far as negatives go, so far the writing has been a little ropey in places and I couldn’t help but laugh when Kojima’s name comes up under every casting title during the credits as well. So yeah, so far so good really but it’s still very early days. I’ve been pleasantly surprised with it this far but am eager for the leash to be loosened so I can fully explore the world.
  14. So after, what? 9 or 10 years Dead Island 2 is finally here and you know what?... I'm having a pretty decent time with it. The first thing I'll say is it feels like an Xbox 360 game... and it's a matter of opinion if that's a good or a bad thing. For me after Dying Light 2 tried to do far too much (in my opinion) having a game that just wants me to hit things until they fall over in a bloody mess is more than OK. The other thing I wanted to say is the opening hour or so is pretty bad... shit weapons that break way too easy and spongy enemies that hit way too hard... or maybe that's my own fault for picking the poor, frail girl character... who knows... anyway things liven up when you get your first real mission and access to a workbench. Anyone who's played the original games (or the Dying Light games) will feel right at home with the modding of weapons and such, electric swords and and flaming golf clubs... all that good stuff. The flesh system is really cool, thwacking a zombie in the face and seeing its jaw dislocate and detach is pretty mind-blowing and adds a lot to the melee combat (not found any guns yet) The other cool thing us being able to use liquids... I was doing a side mission and reached a part where ther was about 10 zombies banging on glass doors trying to get in... noticed a fuel can and explosive canister, picked up the can and poured fuel the entire length of the doors, hit the canister which ignited the fuel and blew out a window which allowed the zombies to walk straight in to my pre-made Inferno... no more zombies.šŸ˜‚ I've also just picked a perk for a pipe bomb... which is hilarious. Anyway, I like this game, admittedly I've only put around 5 or 6 hours in so far so we'll have to see if it can hold my attention but it's off to a good start.
  15. About time for some impressions, I think. So its a 2D fighting game made by ArcSystem Works, a studio famous for its 'Anime' fighting games. They usually have a lot of systems and movement options as well as combo systems that can be extended to let players do some crazy stuff as long as they have the execution to do them, which is usually quite hard to do. They have made it simpler here. The first thing is its very easy to 'get in' in DBF since you have a button that activates the 'Dragon Dash' which has you fly across the screen and home into your opponent, and it also goes through most projectiles so for beginners fighting each other having that is useful for swiftly getting in. But it is very punishable, so learning when to use it properly is an early lesson. It has a few mechanics to aid beginners because I'm sure they recognise that this is a Dragon Ball game and a number of people playing it won't necessarily be into fighting games, they'll just be fans of the show so letting them have a good time is a priority here. One of the other ways they do this is by having auto-combos (performed by repeatedly pressing the light attack (LA) or medium attack (MA) for a more powerful variant that ends in a metre costing super). They're not a thing I'm fond of as they won't teach you the game that well but they do make for some cool looking action. The auto-combos, in fact, are totally unique combos. In a lot of other games, they are the same visually as manual combos but do less damage. And since they are unique here its a shame to see them locked into the auto-combos and not be able to do them manually. For example, Frieza, a character I use has a really cool looking move in the first part of his auto-combo which launched them into the air. So what I sometimes do to mix things up is perform the first half of the A-C then go into a manual one when in the air. But I wish I had the option to do this move anytime. But while there is a very flashy and basic fighter there is a high skill ceiling here as well, which you will discover at the time of writing when you go online. It isn't as high as ArcSystem's other games but there is still quirky stuff. Since this is a 3v3 fighter you can call in a member of your team to do a one-off move and jump out again. Using these can give you the ability to get hits in and continue combos where you couldn't without. Or they can be used to cover approaches, help defend etc. There is also the little mechanic also found in ArcSytem's other games; the jump cancel. Its something I've always known about but I've not really put serious time into learning but if you want to get beyond hammering out basic stuff you gotta get used to it. Essentially any medium attack can be jump cancelled. A common thing to do would be crouching MA (which puts them in the air a little), standing MA (pops them up a little more) then hit up while the animation is still happening to quickly meet them in the air. Since you can only use your proper launchers and Dragon Dash once per combo link it frees you up to use them later in the combo and its the mastery of this that really frees up the fighting system as a whole. It's here where it really gets fun. I've not really played the story yet but I hope to get round to it soon (it's kinda bonkers it's about the Dragon Ball gang being controlled by an entity and they turn to the camera when referencing this entity) and it also has this weird turn-based map system between fights. There's other stuff. Sparking Blast and how the online seems to be kinda borked at the moment in that the games run fine until it kicks you out of the lobby for no reason, but this will do for now.
  16. bellow

    Ghost of Tsushima

    So I have about 5 hours in on this, and my first impressions are very positive. I'm sort of seeing everything that was promised in the reviews - from the incredibly tactile combat, full of balletic paries, dodges and blood soaked counters, to the lukewarm (though still effective) stealth - then to the leaf blown and colourful open world that delights the eye, but is still host to some of those ubi-like tropes, like enemy forts and such that, all of a sudden, seem to belong to videogame's past. Here, though, they seem very unobtrusive, and in the early game serve as necessary training grounds for the rather tricky combat. Or you could be like me - find a field of flowing pampas grass and practice against the winds of Tsushima, like a true Samurai.
  17. The controls are really weird, I keep pressing the Touchpad for map and calling my horse with the wrong D-Pad button (thanks AC Odyssey). The gunplay doesn’t feel like it’s evolved since the OG RDR. It’s so incredibly clunky having to click in and out of cover and move up to the next position, felt like the analog stick was stuck in treacle. I’ve only had a few gunfights but every one has been a chore so far because of it, you just feel like just staying in one cover position so you don’t have to keep moving. I really didn’t think I’d be saying this but the R* game it most reminds me of is LA Noire. Early on there’s a cabin you have to search and I was just going around hugging walls and inspecting/picking up objects like LA Noire, you can do this with almost every richly detailed interior too. The quality of the writing, cinematics and atmosphere created though is truly phenomenal. The opening feels like you’re in and the attention to detail of the world and environmental design is astounding. I’ve been overwhelmed already with everything there is to do, I sat down and played Dominos at the camp for 40 minutes last night. I haven’t even discovered a lot of the side activities either, it has all been so bewildering that I haven’t quite got a handle on it. I’ve been a little disappointed with the ā€˜talk to strangers’ thing too as a lot of people in the only town I’ve been in have only had the ā€˜Greet, Antagonise, pull weapon’ commands which don’t really seem nuanced. I have had a couple of cool stranger interactions outside of the town though. Overall though, it’s just intoxicating and I can’t wait to dive back in and properly get used to my surroundings and all the different systems at play. The gunplay is easily my biggest grievance and if I don’t get used to it or it improves I feel it’s going to massively drag the game down in terms of enjoyment for me.
  18. Hendo

    Dead Cells

    Only played a few minutes before I go to sleep, but yep, pretty sweet so far. One thing I thought was really cool is that one of the menu options is you can change the appearance of the food in game. Could be as simple as you’re veggie or vegan and you would rather not everything be meat, but there’s also some silly options like ā€œCastlevaniaesqueā€ and ā€œmonsterā€. In related and weird news, IGN (or their freelancer) appear to have stolen an indie guy’s video review script. Apparently IGN hav taken down their review while they investigate.
  19. yeah so, i like this, it's a bit different to previous mgs games, in that the map is massive and you do missions in smaller parts - and you get a horse to ride around on - bit like the witcher 3. controls are confusing like normal, but pretty well explained. there seems to be a lot of scope for sneaking and doing things differently which is cool, but i am a bit rubbish at it and often get spotted while trying to be sneaky and end up killing loads of people - which is what i usually do in mgs games. doesn't seem to be an easy mode but it's not been too difficult so far. there is a chicken hat you can equip that stops you getting spotted a few times after you fail once or something - that might be the easy mode - unclear. you can hide while riding your horse by sort of hanging off one side of the horse, i thought that sounded ace so... the into/prologue part is a sort of long interactive cutscene, which has some funny/cool bits, and some rubbish/boring bits imo. after the first bit there hasn't been that much dialogue/cutscenes which is odd. but i'm not too far in so there's still time. extracting stuff is awesome.
  20. 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.
  21. This is just for the demo so far... release isn't too far away now though. I'm presuming this isn't too far in to the game, you start out already having met Carlos and entering the Subway train, after a brief conversation you're free to head up to the streets. First impressions... and it's a big one, HDR is vastly improved over RE2... I wish they'd actually go back and fix that but after a year its highly unlikely, anyway it's a lot better in this game. It controls very similar to RE2 but with the added dodge, I actually had to go and change the controller setup as I didn't like where they'd put run (clicking left stick) with the change it felt much better. Obviously it looks lovely, already it's a much more colourful game than RE2, shooting feels pretty much identical... all though I think they may have toned down the zombie dismemberment a tad... presumably because there's more on screen. I've had a good wonder around, it's got some nice little shortcuts you can open up to move around easier and I'm surprised at how many shops you could actually enter. I didn't actually get to finish the demo though... Nemisis killed me...? Everything is looking good to me so far, fingers crossed that shitty real life virus doesn't delay the game.
  22. Got my copy early so gave this a go this afternoon after I finished The Inpatient. Starts off similarly to a lot of Monster Hunters, getting you into your camp quite quickly after a few scripted sequences, tutorials and lots of cutscenes. Spent awhile honing my character - went for my traditional ginger lady, had to change her hair as soon as I was able to in camp though as it just looked shite. Went for a tour of the camp and tried to take in where everything is, there’s definitely a lot to take in but I remember quite a bit of the layout already. Chose my weapon - went for the Insect Glaive. Tried it out in the training room afterwards and had an absolute blast with it, felt like Dante or Bayonetta or some shit, I was doing aerial gymnastics like nobodies business. Went on a quest after this to kill some jagras which was incredibly simple, cool to finally get to do my first quest. As soon as I finished all the online stuff opened up, I didn’t even realise the servers were online yet. Messed about a bit with the squads and checking out the new gathering hall which is fantastic. I’ve created a squad for us by the way, it’s called MFGamers - unsurprisingly - if you search for it whenever y’all get the game it should pop up, if not send me a message and I’ll invite you. Hardly got into it really, but it looks and feels phenomenal so far, cannot wait to get truly stuck in to some tough monsters in my next session.
  23. Ok. So I’m a huge Dragonball Z fan. I first watched the series back in my 20’s, via the heavily edited Toonami dub (people never died, they got sent to ā€˜Another Dimension’). Years later I rewatched the American dub. And a few years after that, the Japanese original. I still have a lot of love for the series. So I was certainly interested in this. Visually, it absolutely nails it. It looks exactly like an episode of the anime. And it’s certainly a nice touch that you can play either with English or Japanese audio. It doesn’t get off to a great start gameplay wise though, with a pretty poor ā€˜training’ mission. I’ve seen a few videos of ā€œstuff the game doesn’t tell youā€. And a glaring omission is how to fight. Sure, you get three pages of a control pad, showing you what the buttons are. But there’s no explanation given in how to actually fight an enemy. I know, as a fan, that you have to charge Ki to perform energy attacks. But it doesn’t tell you that, so newcomers may be a bit puzzled why their special moves aren’t working. There’s a couple of prompts at the bottom of the screen (hold these buttons to do this move). But as far as tutorials go, it’s not great. I then experienced a bug which meant I had to reload my game. ā€œWalk with Gohan to the fishing spotā€ I was told. Great. Except Gohan vanished, and after 5 minutes of searching it was clear he’d fucked off into thin air. Part of the game is open world, where you can fly around collecting Z orbs of different colours, to level up your abilities. Again, the game doesn’t tell you what these are for. Then there’s the Community Board, which is frankly a mess. You get a board, and when you meet characters and perform certain actions, you gain their icon, and can place them on your board. Putting certain characters next to each other grants you bonuses in combat. Some characters have their own board (Goku’s wife, Chi Chi, and his trainer Master Roshi). How do you add icons onto their board? I don’t have a fucking clue. It speaks volumes that the first time you access this part of the game, you’re barraged with about 6 pages of information. And I’m still none the wiser on what the fuck to do with it. Anyway, only a couple of hours in. Maybe things will make more sense as I go along. Or it won’t, and I’ll just mash buttons and hope for the best.
  24. There's kind of been 3 types of Ys games over the years. The first couple you just bashed in to enemies, then they became hyper, isometric, all about attacking. Then we got to the 3D versions and it was still a game about going on the attack, but now what type of attack was important. You'd eventually gather 3 characters, a sword character (red), a blunt attack character (blue), and a piercing character (green), different enemy types are weak to different attack types, and you can switch on the fly to suit And that's how it's been for a few games now. Ys IX follows the same formula, but brings in a more traditional RPG structure. Previously side quests would task you with just getting certain drops, you'd get them from your home base, which was a tiny area, and that would be it. 99.9% of the time you were out killing things Ys IX is a little different, structured like a traditional JRPG, it starts slow, with the plot set up, then some short easy combat to ease you in, then a chunk more story. The world is no longer 1 small safe area then a world of combat, instead you're in a city, with combat, shopping, side quests, and exploration taking place throughout, I've not seen this in an Ys game before, even if it's fairly typical for the genre. You're eased in to the world with quests to visit shops and buy gear, it's a little slow going. There's still "dungeons", sections where there's nothing but combat and exploration, but now there's also little dimension pockets where you can enter combat and fight a handful of enemies, then just carry on with whatever you were supposed to be doing The tower defence style sections are still here, now you're whisked away at certain points to fight as a team, protecting a crystal, against waves of enemies. Not especially interesting, and the camera annoyed me a little with this, it maybe could do with being pulled back a bit so you see more of the field, but then they've not been too demanding so far, so maybe it doesn't matter also it's all anime goth now
  25. I don't know how to give impressions on this without getting in the weeds. In terms of features it's an old fashioned 2D fighting game. You have an arcade mode (which is kinda interesting in that the better you do the harder the end boss gets) and there is a story that is literally an anime that you just watch, which is what the last game did too but it's still wild to me. There's also a pretty intense Mission Mode that does it's best to teach you the deeper mechanics of the game which if you're the studious type could work pretty well. I could do with spending more time in it myself but getting wrecked by someone using my character then trying to rip them off in the next match is more fun for me. It's the good netcode that saves it though. Well, the matchmaking is pretty rough at the mo but it plays really well in game. It just means there's always people to play with. This came online at midnight and I was ready to play it so I went to the east coast of USA since it was a more sensible time there and while it was a little choppy visually my inputs were barely delayed, if at all. I really hope they put this in a DBFZ2, in fact it would be shocking if they didn't. I've not saved many fights yet since I think I'm still pretty scrubby but my Gio is coming along a little. And this fight with Zato was fun when I wasn't put in the corner with all his nonsense:
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