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  1. HandsomeDead

    Furi

    This is the game you got this month with PS+ and I think it's the best thing they've put up in ages. Furi is all kinds of games. It's a twin-stick shooter crossed with a Ninja Gaiden style brawler that has almost Punch Out style bosses. And the fights are just with bosses; guys and gals like you with unique attacks and patterns. Fights are long, but escalate well making them not seem like a chore, except maybe when having to repeat certain parts if you're unsuccessful since some attack phases require you to just dodge stuff while you wait for an opening to strike. The fighting feels pretty good. It's maybe a little sluggish but apparently a patch is on the way which is good because the dash would be better if it came out a little quicker. There are no combos or anything to learn as you just hammer the square button to use your sword. It's more about timing and being in the right place, as well as taking advantage the parry you can do. You can also use the right stick to shoot in any direction, and all attacks have a charged version by holding down the button. It just all comes together to make a really cool game. The enemies attack patterns make things more interesting and they are the most creative examples I've seen in the genre for a long time. Visually it lacks a bit of polish but the art direction looks amazing at times and the soundtrack is spot on. It has that haunting synth sound that is really popular at the moment and shows up a lot but there is just something in how it mixes with the visuals that shows your game doesn't have to look like Hotline Miami or be an indigo and neon racing game for it to work. I mean, some of the game does look like that but each boss comes with their own environment so its used along with a different look. The story is presented mysteriously but not in a way that's obnoxious; it's quite pulpy. So yeah. This is definately a cool game. I think it's worth trying out. It is hard but... y'know: hard games are cool.
  2. If you've played the last one, Crimes and Punishments, then you should know what this is all about. If not, it's an adventure game where you have all sorts of choices about the cases and can actually get it completely wrong or decide on an outcome way before you properly finish the case. This is very much a follow-up, but they've changed the character models and voice actors and added some extra action sequences. There seems to be more an open-world approach too but not too drastic in that direction. I'm only 2 cases in so far but it's been good stuff, more of the same. I'm sure of you're not as arsed as me it'll end up dirt cheap or free on the Plus or Gold things eventually. But if you like a good detective game it's worth picking up.
  3. I'll just put a general thread down for Xrd. I'm currently playing - Revelator - though there was - Sign - that came out last year (or the year before maybe?) to keep you up to date. I don't actually think there is much difference in the versions apart from a couple of new characters, some on disc that were DLC in past version and some other minor changes that spruce things up a bit more in-game. I think one is the ability to cash in your 'Burst' to make a stronger super and not you can tech throws. I'm sure that stuff makes a difference to those that play a lot, especially the throw tech-ing, but it isn't as dramatic a change the series usually sees with each iteration (from what I've been lead to believe). I don't really know where to start describing it. In a way it's kinda easy because most attacks chain so you can mash out combos that look cool, and most special moves can be used an an ender, much like any other fighting game. What I'm finding unusual so far is just how long these combos can go for. When I was messing around I discovered I could cancel a special move into another then into another which would make the opponent bounce on the ground left open to juggle some more. That is unheard of in SF so even getting in the mindset to do that is odd for me. Having it that open ended is scary. But it is all in the mind as from I can tell there is some major damage scaling with long combos so I suspect it isn't so much about doing optimal damage but showing off. There is a lot of movement in GG as well, what with your air dashes and stuff but it does mean I have no idea how to be defensive other than be as wacky as the other guy. I'm sure there is a method to the madness that happens in a GG match but I haven't found it yet. But it is a lot of fun even though I've not totally grasped it yet. The game looks amazing. I still can't get over what they did to the Unreal Engine to get it to do this. Special mention goes to the tutorial as it is a lot more fun than any other. It basically turns the game's mechanics into a mini-game that gives you a good idea of how the things are working. There is also a more challenging mission mode that teaches you match-up specific techniques and common tactics used by certain players. It is all very educational. But at the same time I still don't think it prepares you for going against someone. Like any other fighting game the best lessons just come from diving in and being mindful of what is happening, but it does prep you better. There is a lot of game here but it is mostly tutorial stuff. There is an arcade mode to go through which alters it's difficulty from match to match by how well you're doing and there is a 'M.O.M' mode which I don't understand at all but doesn't seem all that interesting in my opinion. There is also a story mode which, again, is just watching anime. So I guess it's not a game to get unless you do want to learn it. It's not like Mortal Kombat where you can get a lot of enjoyment out of it without getting competitive. I wish there was more of that here. But it's fun. I'm giving it a college try. I've not won a game online yet out of 10... I did take a round once... But it's fine, fights are close, I'm just not pushing the envelope and the only people that play it clearly have a decent grasp of it so things could be a lot worse. I just need to improve my muscle memory and know what to do to defend then the wins will roll in.
  4. This has been out a while but I've been playing it lately. Did anyone else? It's what some may call an 'old school' shooter. I started fairly unimpressed with it at first. The shooting felt a bit floppy, the swordplay which is also a big part of the game didn't become immediately apparent how to use effectively and it has a really obnoxious head bob for some reason. I'm not susceptible to motion sickness in games but I guess this game proves otherwise. But I stuck with it as there was something keeping me playing, and in doing so I unlocked more skills, moves and perks which started to show me that it wasn't as dumb as it looks. The game has you learning magic and moves for your sword that are pulled off by double tapping in a direction with the left stick and the pressing the left or right trigger. It gives the game a brawler/shooter hybrid feel but on a controller those inputs don't work that well. I can see it working well a keyboard but this is something that hasn't translated well. I'm now more used to it, you basically can't put in the input too quickly, but it took a long time to pull these moves off consistently. This was released as a budget game but so far it feels as long as a campaign in a retail game. But it does have very limited enemy types and it's only really the levels that stop it getting too repetitive since they do get smart with the kill rooms and the drip feeding of new skills also gives you more things to play with in similar scenarios. It's not just the head bob that is obnoxious, though. Shadow Warrior is a reboot of a game from the 90s that was a stablemate of Duke Nukem so of course the game tries to be funny. Credit where it's due; it sometimes - sometimes - is. But expect typical dreadful video game humour; all smart arse quips that aren't that smart, dad jokes and dank memes (there is a 'all of your bases are belong to us' reference for no reason. I wanted to eject the game from my PS4 and eject it out of the window when that happened, but it's yet another downside to the digital future). I'm drawing to the end now, I think. The game is quite fun overall, though.
  5. I've already played the start of the game a few times now, and with all the average press i was starting to get a bit down on this despite having been looking forward to it for ages. anyway so far i think it's a bit like the first game, awesome but flawed, maybe a bit of a missed opportunity to make it all amazing. i just did a level that i loved, the view was amazing, there was some nice running away from people, finding the right route up a tower, some nice jumping to find some hidden stuff, it was really great. combat is a bit of a mixed bag, jumping over something and smacking a dude in the face as you land and running off is great fun, but sometimes you have to stop and fight which is much less fun. the directional kicks so you can kick people into each other or off buildings is cool. other mixed stuff is the some of the side missions are too difficult imo - they need a 3 star rating like the timetrials to avoid frustration - i tried a delivery one and had to retry it maybe 20 times to finish it, you have to find alternate routes to complete it in the time as far as i could tell - this isn't really a bad thing but at the start of the game i just want to have a quick go to get 1 star or something then later go back to it to try and do better. there was a similarly annoying distraction mission that's basically impossible without many retries and finding shortcuts, again not really a bad thing if you know what youre getting into. i actually had a good sense of achievement and ended up enjoying these missions when i knew what i needed to do, but they were really frustrating at first. anyway i know to avoid them unless until i'm in the mood for that sort of thing now - i'll probably enjoy them after finishing the main missions. the main mirrors edge gameplay of parkouring about the place is still there and is generally great fun imo. it looks great, runs nice and smooth, well except for a bug i'm having on pc where the cutscenes stutter and the audio is completely out of sync. so there you go.
  6. Quoting the kickstarter - "Darkest Dungeon is a challenging gothic roguelike RPG about the psychological stresses of adventuring. Descend at your peril!" Anyway, it was funded for over $300,000 in March 2014, spent a year on Early Access and eventually released in January this year. It's due out on PS4 later in the summer. It got good reviews and and has a "very positive" Steam user rating with around 15,000 votes. I've played it for an hour so far, it's cool. The game is structured like Sunless Sea in that you have a base, a safe haven, where you can buy provisions, recruit new members, take on quests etc etc. You can only set out with a party of four each time, but you can have way more than four people hired. One of the things you can do in the base camp or "hamlet" is assign people to certain activities which will reduce stress (like dread in Sunless Sea). If someone is assigned to an activity, you can't take them with you on your next trip. I'm not going to drone on about the mechanics in the game, but it is pretty similar to Sunless Sea really. Combat is turn based. Your party stands in formation and different characters have a preferred position...it's not what it sounds like. Both yours and the enemies position will affect the range of your attacks. That's all I can say about it so far. I did the introductory quest.
  7. illdog

    DOOM

    Doom! Doom is back! ROAR etc. And after a 5.02 gig update I got to play it too. After a pleasingly short intro you're straight in to the action because stories are for girls. The movement is super slick, old school Doom style, you really ping about like you are wearing buttery shoes or cum-laden socks. Certain enemies dont hang about either. You start off with a pistol but soon pick up a Shotgun. You can shoot enemies to death or.. shoot them till they stager, then they glow orange and blue and this is your prompt to melee them to death in what's called a 'Glory Kill'. The benefit of this is that it makes health pop out of the dying bad guys body. If in real life you stabbed someone in the head and cake popped out would you do it? I've added an Assault Rifle, Plasma Gun and a Chainsaw to my arsenal since. The actual weapons can be upgraded from these little floating robots you see here and there, for example my shotgun can be charged by holding the L trigger, then upon firing with R it spits out powerful explosive rounds (that then need a small cooling off period before re-use). Each weapon actually seems to have two upgrades each, Ive so far also upgraded my Assault Rifle to spit out a volley of missiles which is cool and a second shotgun one that lets you fire rounds in quick succession. You can swich between uprgades with Up on the D-Pad. The chainsaw is a little different. So far it has three fuel cells. The bigger the enemy, the more fuel cells it will take to kill. The plus of using your chainsaw is that it will cause enemies it kills to spill ammo, super handy if your running low so using it it becomes tacticle. Also, the fuel cells have to be refilled by little gas containers that seem to be scarce so far, this obviously stops you using it all the time as it's a one hit kill machine so they had to nerf it or the game would be a piece of piss. It's a really good idea and well used. The levels are fairly decent in size, i have only done the first three but the third level was pretty big. The story is there, it's just introduced slowly and in bits instead of a big lump at the beginning. You bump in to a couple of people along the way, i wont spoil the story incase your interested in discovering it yourself but there's hsit going on, giving you purpose I suppose, if it's needed. I had to use the map to find my way a couple of times as the in-game pointers send you in a specific direction but there are two or three levels of depth sometimes and there is no up or down indicator. This isn't a problem, just saying. The doors make the same sounds as in the original too, i liked that. You need red, blue and yellow keys too which is a nice touch and you pick up green armour in both bits and in whole, like a floating chestplate, just like back in the day. What else. You upgrade your armour, like you can make yourself less vunerable to environmental hazards like exploding barrels and you can give yourself a spidey sense to detect secret areas (of which there are apparently tons but I think i've only found one). There are also in game missions that reward you with upgrade tokens, like kill two enemies with one shotgun blast or melee kill x number of enemies in a certain way. You also get rewards for killing a certain amount of enemies which I just narrowly missed on the third level. It's kinda tough. I'm playing on Hurt Me Plenty (normal) and I've died a few times. The enemies are furious and when they are in number it can be a battle to survive. This is a good thing, makes you play cautiously, backing off where you can, going for glory kills to top up your health, hopping you've saved a chainsaw use to earn some extra ammo. Finally, not far in to the game, scenery wise it reminded me of Metroid. Sandy scenery as far as the eye could see and a desolate lonely feeling. And later, when I was battling hordes of enemies with a similar backdrop I got to thinging how cool a Metroid game with these controls could be. But that's just a deam. Anyways, I wont get to play this again untill Saturday but then I was gonna have a go on the multiplayer and report back. Enjoying this so far.
  8. I'm a few hours in, and I don't want to Ed all over the place, but I think this might be a really really good game. Basically they've taken Uncharted 3 and fixed a bunch of stuff. The framerate is solid, which makes shooting easier, plus they've tweaked that a bit anyway. It's still a little awkward, but you're aiming with analogue sticks, it's never going to be perfect. The melee combat stuff has been massively improved, so far it's not as drawn out as in 3. In 3 I felt like if I didn't just spark my enemy out I was definitely going to be shot in the back by everyone else enough times to kill me It looks amazing. It's not as funny as previous games so far, but the interactions are really well done, they've really spent a lot of time, and presumably money on it. I've been in maybe 4 locations, 5 if you count the 2nd part of one, and I feel it was only in the last chapter the game really got going.
  9. This is up for free on PS+ right now, and I played it, so here is some impressions. I think I just want to vent. Man, do I hate this game. And for God's sake did I not want to hate it, I didn't want to be that guy. Table Top Racing is made by X-Wipeout folk, and that game rules so, so much. And after Sony Liverpool was dissolved this was what came out. A total mess. I'm heartbroken. It looks like Micro Machines from the 90s. I'm from the 90s, and I liked those Micro Machines games. They should have me in the palm of hair hands, nodding to a game from the 90s with me, as desperate as I am to hold on to my youth (got ID'd last week, I'm still a teen really). But no, this game is really, really confused. It is a lot like Micro Machines in a way. The tracks take place on table tops and its all small and cute, avoiding bread sticks and stuff. But, one of the 'cars' you can buy at the start to race in is the Breaking Bad meth wagon (it has official licencing) so I dunno what they're going for with tone ( Coming from a Mobile origin I guess who cares?). But screw all that: It's about the gameplay. That's what gamers tell me. Even though it is Micro Machines in presentation and has adult content officially licensed in a game that doesn't warrant it... and has a soundtrack that tries to beat Motorstorm: Pacific Rift despite in wubs despite not building up the atmosphere to make it work. The game itself is just shitty. It's a crude mobile port. Knowing it came from a gyroscode design I do respect it in a way. It's a Mario Kart style game that solely requires knowing the tracks for the best racing line, a lot like Wipeout I guess, but it is just executed in such an unsatisfying way; a way that is so unfun, especially compared to Mario Kart which it clearly tries to be as well; a game where it is more fun the faster you go thanks to the drift mechanic. This game punishes going fast in a silly way, despite presenting itself as Micro machines, at least visually. It's like it requires you to drive carefully, be sensible, hitting those apexes right (in a game where you drive through billiard balls like they're paper, with wubs, driving a meth van, with Mario Kart power ups). It's just all wrong. Play it! Tell me it works! I just can't believe these veterans got this so wrong, or they don't care anymore and just want to make something to tick enough boxes for loads of people to work. But this shit doesn't click, and it won't work on a large audience.. I guess they looked a Rocket League and thought they had the game to be this year's version. I expected better from these guys. Fuck this game. It's the fucking worst. Fuck this game. I've not hated a game this much in ages. Thanks for that, I guess.
  10. spatular

    Overwatch

    cheers for the games Duck! it's early days, and a bit all over the place, but i quite like what i've played of this so far. i worry i'll get annoyed with the aiming in the long run. needs more auto aim imo.
  11. Played the first 2 hours earlier. Really enjoyed it I must say, the visuals are fantastic, frame-rate very smooth, everything feels incredibly polished, love the humour and the way the story is being told from a slightly abstract angle too. The gameplay isn't anything mind-blowing, but it's just so bloody fun. It's great to be playing a colourful platformer again, and the way Insomniac meld the Platforming in with the TPS elements are great too, it just feels such a natural fit and the guns already feel unique to use, its surprisingly cinematic at times too and there's a set-piece on a Train that reminded me of Uncharted! The combat strangely reminded me of an old-school FPS at times due to all the strafing, crazy guns and the number of enemies that are involved in the action. So, yeah, an impressive start, I couldn't help but smile and giggle at some of the one-liners and in-jokes along the way, Ratchet and Clank is a pleasant place to be.
  12. Played 2 hours of it earlier, after it finished unpacking on Steam just after 11. Initial impressions are very positive I have to say, despite my protestations earlier in the year about this coming only a year after Bloodborne and 2 years after DS2 - and thinking I was a little tired of the format and style - it turns out that I was wrong, and I'm definitely not tired of the format or style of these games and had an absolute whale of a time with it I have to say. Surprisingly I actually felt happy to be back in this world, it felt like returning home after a brief sojourn out the Country to find somebodies slightly moved all your furniture around and re-decorated the house. The introduction to the game is definitely the easiest and most genteel of all the SoulsBorne games, there is an actual dedicated Tutorial area right at the beginning, with enemies set up in exact positions for you to practice your moves on (just don't ignore the 'turn back' note on the floor ) with no real danger of being obliterated from behind by some ridiculously overpowered enemy. This carries on into the next area and the first boss, which feels like a 'Souls tutorial boss' rather than something daunting or difficult, it teaches you how to defeat a boss, how to block/roll out the way of a bosses moves, strategise Estus Flasks, when to use an opening etc. It's a far cry from the soul-crushing first-boss in the original Dark Souls that's for sure, and easier than the Cleric Beast in BB, it's by far and away the easiest Souls game to get into. The hardest thing for me to get used to though, was the XB1 controller, I'm just so used to playing the SoulsBorne series with a DS3/DS4 Controller that I was completely bewildered by the stick placements, button placements and how annoying the Bumpers are considering you use them A LOT, I may have to switch over to my DS4 tomorrow, but I'm not sure if the game will have the correct PS buttons on display or not. I was also incredibly rusty as well, having not played Bloodborne since this time last year which didn't help, I must've died about 5 times on the first boss by doing incredible stupid shit like parrying my shield instead of blocking, using an Estus Flask instead of rolling, shit like that slightly embarassing really, but as time goes on I'll eventually re-learn everything and it'll be second nature like it was on BB and DS2 before. It really is fantastic to play it at 60FPS as well, I know people don't like talking frame-rates etc. but it makes such a huge difference, if I went back to play BB on PS4 right now it would feel like walking through sludge, it's crazy how much snappier it makes everything, and the combat is just incredible in 60 frames. The game looks pretty good, it hasn't floored me as such, but it has its moments (God Rays, Dragons etc.) where it's a pretty amazing sight to behold, that melancholy and haunting beauty the SoulsBorne series is known for really comes through in the art design, bits of scenery don't look as polished as perhaps they should be however. The enemy designs are all pretty familiar though really, I've just been facing the usual Zombie-like creatures you face at the start of most SoulsBorne games really, but the 'Venom' transforming creatures definitely give you something to think about and keep you on your toes. A mention must go to the music as well, even when I just turned the game on and heard it bellowing out through my headphones I got slightly overcome by it, it is just an absolutely fantastic orchestral choir score that really helps the games ambience and made the one Boss Fight I've had so far feel incredible unique and powerful. So yeah, it's a SoulsBorne game pretty much, but it's more accessible than ever, the combat feels great and the Boss Fights get your blood-pumping like only a SoulsBorne boss-fight can. And a few pics:
  13. Played 10 hours of this so far, mostly with Sly and Small, absolutely loved every second of it I must say, and a whole lot more than when I played the Alpha in January. The game looks bloody stunning on PS4, the frame-rate seems to be 30 but incredibly stable (had no noticeable hiccups at all) and I haven't seen any bugs whatsoever, someone who I was playing with a bug right at the beginning (I think due to server overload) where everyone was queuing up to enter a button on a computer terminal to complete an objective in the Tutorial, but apart from that I've not noticed anything personally, just the odd bit of pop-in every now and again which is an extremely minor fault. Everything just looks so much better than the Alpha I played in January, I guess that's to be expected as that was running at 900p on the 'Bone apparently and the frame-rate, stuttering and screen-tearing was horrendous back then, but now, on PS4 at least, it's just buttery smooth, easily the most polished and stable Ubisoft game I've played in quite some time. As for the gameplay, well there isn't too much different here if you played the Alpha and/or Beta I guess, but the gunplay in particular (to me) feels slightly better, and more satisfying when you pop a headshot, it has almost that Destiny-level of Headshot satisfaction now which wasn't present in the Alpha I found, the main missions are fucking amazing (especially with friends), all seem rather varied and there's tons of them, tons of side-missions to do and that's not even mentioning the Dark Zone which I haven't been able to access yet (only got up to Level 10 earlier today). So yeah, an incredibly impressive first 10 hours with the game, can't really see me changing my mind, but we'll see I guess, really wish I got the Gold Edition when it was on offer on Amazon now because I just know I'll want that season pass. Also, Me and Sly played a few hours with Jim-fucking-Sterling-son and made it into his Division video , it was an honour playing with the man, the myth, the legend himself a couple nights ago: http://youtu.be/rP7YJYk9ubM?t=23m24s
  14. Started playing this today, put in about 3 hours. Not really sure what to make of it at the moment, the game looks bloody gorgeous (You can see where Coldwood spent that EA money!), the soundtrack is great, but at its heart it just feels like an average platformer really. If I had to compare it I'd say it feels most like LittleBigPlanet, that kind of floatiness to the controls (if that makes sense) happens in Unravel too, it definitely isn't a tight platformer like Ori and the Blind Forest or Donkey Kong Country, and I don't think it was ever trying to be like those games in its design, but the controls could've been tighter and snappier in my view, from what I've played anyway. What I didn't realise going in was how incredibly infuriating and frustrating a game it is, it just gets me so fucking riled up it's unreal, I've got stuck twice already and had to look up what I need to do online, was just pottering about for 15 minutes trying to get past a certain section and of course I find what I need to do, feel like an idiot and I'm on my way. Some of the problems can be put down to the timing-based platforming sections I've encountered I guess (where the controls don't help), coupled with the harsh check-pointing employed. You can figure out what you need to do in order to progress, almost complete an entire section, accidently drop into some water and suddenly have to start all the way back at the previous checkpoint, just seems needless really. Despite the issues the game has and its mediocrity (in platforming terms) I am still vaguely enjoying it, it's pleasant enough, the environs are amazing and Yarny is charming enough to keep me playing, but I can already tell its going to be a bit of a slog if it goes on for any longer than the 5-6 hours I'm assuming it lasts.
  15. So I got this a bit ago when it was on sale. I wanted a fighting game to see me through to SFV, and I've also wanted to get somewhat adequate at Anime Fighters (a sub-genre, not necessarily fighting games based on animes; just ones that are execution heavy and have air dashing and stuff in them (some say even Marvel Vs Capcom is an Anime Fighter)). And it has been working. Thanks to playing this a little my SFV is a lot more confidently aggressive than my SFIV... but this shouldn't be about that. What is BlazBlue like? It's really fucking complicated; more so than I remember. I did play the very first iteration of BlazBlue and had an okay time but I only played it a little and I wasn't as versed in this shit as I am now. Now I just see fucking madness when I try to understand it. This game is made by Arc Systems Works: they're really cool and insane, and they put air dashing in everything, as well as multiple gauges and systems in games you remember being much simpler. I love this stuff, but put in fast action games I just can't keep up. I try, but it oftentimes doesn't work out. I dunno where to start explaining how this shit works. I guess basically you have an 'Overdrive' gauge that fills up quite rapidly where you can either use it to make your special moves more powerful or use it to break combos if you have the rotten luck of playing against someone who knows how to play this game. You also have a multitude of special moves: a general one, the general one while in 'Overdrive' and a special one you can instakill with only under certain conditions. You have to do so much reading while fighting here; scanning all the bars and meters, knowing what it all means and what you can do while you have some anime folk air dashing around. It's very overwhelming. And on top of that the characters are really different. They're not Guilty Gear different (another Arc Systems Works game for those that think BlazBlue is too easy) but they do have their own unique mechanics. This is something SFV does as well and I imagine they've been copying Arc Systems' homework but doing it in a much more manageable way for the layman. Basically you have some characters that use different kinds of traps to play that way, or people who have complex but very effective mobility if you can 'get' it, there is a girl that homes in like a 3D game Sonic... etc... it's full of character unique mechanics. I've not scratched the surface myself. But overall it is just fun to play. There is a lot to discover in this mess and I will be slowly using it to help me 'git good' at fighting games generally. I'm not sure I'd recommend it to most folk. If you want something like this get Persona Arena. It's this kinda fun but for normal people.
  16. 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.
  17. Duck

    Soma

    I couldn't find a thread for this, so I'm guessing no one has played it? Anyways. I have a confession.. I'm a big horror game wuss. Any game that has a thick atmosphere of dread or I know that will have jump scares, I struggle to play. Games are really good at that kinda thing. *shakes fist* So when I seen the trailer for this I thought cool, it's a sci fi game set under the ocean like Bioshock. But instead of a 1950's (? I can't remember) art deco it's a industrial Alien type feel. Coooool! ...Then I seen it was by the guys that made Amnesia. Fuuuuuck that. But I started to hear about the story/premise on GOTY podcasts and I really wanted to play it. I noticed it was on sale this week so picked it up. And so far it is indeed really fucking cool. I'll try to keep spoilers to a minimum.. So stuff happens.. and you wake up in a underwater base where the shit has well and truly hit the fan. You don't have any weapons so the only way to get by enemies is to hide, peak round corners and try to sneak by. The story isn't force fed too. But you can explore. pick up objects (letters etc) and twist them about to look at them kinda like Gone Home. You can read computer terminals to try and piece things together. If you want more story it's there.. And you'll probably want more story because most interesting part of the game so far for me is there's robots.. But theses robots aren't any normal ones, theses have started to think they're human. And the game approaches the idea of what does it actually mean to be human and mental health in eerie and cool ways. There's a part early on where I checked myself and was like wait a minute! It's just a robot, why I'm I caring. I want to speak about more but I'll leave it there. Has one else played it. It's been tense so far but not massively scary...yet. It's in the sale on PS4 for like £15 at the moment. I'd recommend it.
  18. Started playing this a few nights ago thanks to a free 30 day code I received from a guy on another forum, always wanted to give it a go but didn't want to pay the money to take the plunge I suppose. Decided on a Female Miqo'te (Seekers of the Sun) Lancer with the Oschon Guardian, I'm situated in Phoenix in the Chaos server, Level 8. No idea really if any of what I picked is any good. The game put me into 'Grimaldia' which is a set of forest cities. As for the game itself...still undecided really, very early days 4 hours into an MMO but I like a few things about it and dislike a few things about it really. The world itself seems cool, the servers are stable and even though the graphics aren't upto 2015 standards really it looks alright, runs incredibly well at 1080/60 and I've been using the GamePad throughout without any major problems except I can't seem to find an option to invert the right analog stick which is annoying, but I've got used to playing in default now, despite it not feeling wholly natural. The way they introduce you to the game is very good, you're definitely eased into it, in one little secluded area of the map (Grimaldia), everything is told to you simply and tutorial boxes pop up for pretty much everything, there is still a lot to take it but it doesn't feel like you're bewildered or bamboozled by information and the world itself like other MMOs I've played in the past. Only really explored Grimaldia and its surrounding but it is pretty cool, the scenery is nice, the buildings have a lot of character to them and its cool seeing people potter about with Chocobo's in tow (how the fuck do I get one of them?!). My main gripe though at the moment is the quests, they're all very fetch-questy and traditional MMO staples as 'kill 6 of this creature', 'deliver a message to this person', 'go round up these naughty people and tell them to come back' etc. the coolest one I've done was some woman that was being accosted by this bloke that was a criminal and asked me to meet with him on the edge of town instead of her to see what his deal is, every other quest has been incredibly forgettable and dull, I've played 4 hours and these quests just keep popping up and up and up, they don't seem to go away, but there's not really anything else to do so I keep on just doing them regardless. I didn't understand why I couldn't complete some of the quests earlier, the little 'complete' box was not able to be clicked so I just left these quests uncompleted and went to do some others, tried again later into my session and realised if I pressed left or right on the d-pad I could select a quest reward, once selected the quest was able to be completed felt so stupid. Another stupid moment I had was when I had to get Level 5 gear to do a quest, went to the shop, dropped a load of cash on a set of Level 5 stuff and then realised after that I could've got all of it from the quest rewards I was missing all that money wasted, oh well :oops: Not sure about the Fate-public event quests either, it's a cool concept and when they work and loads of people come to one spot to batter some cunt its a nice spectacle but most just get in the way and are annoying really, only had people turn up in 1 or 2 out of all the ones I've attempted. The combat is really cool though, I mean you can just sit back and just press 1 button here and there, it's not very involved on the face of it, but you feel involved in it which is the key thing, and it feels satisfying enough that when you defeat a tough-ish enemy you're slightly elated. There's definitely something compelling about it though, it just feels like it could be a standard RPG at the moment, it doesn't feel bewildering at all really and I'm just pottering about doing quests, thinking about upgrading weapons, armour etc. like I would a regular RPG, I do hope the quests get better the further it goes on though as I think I'm out if it's another shit-ton of hours of these quests.
  19. I know no one's probably interested in this game on here, but thought I'd put up some impressions nevertheless. Been playing this since Wednesday, I'm 19 hours in, Level 6. My first 6-10 hours with the game weren't great I must say, the start of the game is just awful, the first two missions just don't give you a great introduction to the characters, the story or London at all, you're thrown in at the deep end with a Piece of Eden being mentioned within the opening hour and then left head-scratching afterwards. Once you get into London things get a little better, but mandatory mediocre story missions continue, still tutorialising a lot of stuff, showing you how to liberate areas, do gang wars etc. through the story missions (like in past AC games). Once you're set loose in London things get a lot better, and the game pretty much leaves you to explore, but the side-missions just feel a bit more formulaic and less free-form or interesting than in Unity, they're also required to 'conquer' areas and rid them of 'Blighter' control, rather than just having to synchronise areas in past games. I know they weren't to everyone's cup of tea but I loved the Paris Stories missions in AC:Unity and the Murder Mystery stuff, but here it almost feels like they've pulled everything back to a more simple, methodical approach, with less heart and soul and more formulaic busywork for the player to do. Unfortunately, the city just doesn't feel that interesting either, Paris (in AC:U) was so vibrant with so many unique, interesting areas with their own distinct personalities, the art design in that game was phenomenal as well, but here the areas I've spent the most time in so far (Whitechapel, Lambeth, Southwark) are all kind of similar and nondescript in their design, there's loads of workhouses, factories, loads of shack-type houses (I swear the assets were just ripped from AC:U), markets, rows and houses etc. that just repeats ad nauseum and just becomes a big sprawl of nothingness and devoid of a lot of personality other than 'looks a bit Londony'. I will say though that the 'The Thames' area is amazing, with a load of different ships making their way up and down the Thames all carrying various different materials and going about their business, it's the only really unique area I've explored thus far, and almost impossible to traverse without the new grappling hook (more on this below). I did have a quick run through The Strand earlier though and that was pretty cool, seeing Nelson's Column and Trafalgar Square for the first time was surprisingly awe-inspiring, didn't find the Mall or Buck House yet though, may have a look for them tomorrow. The map itself seems much smaller than Paris too, Paris just seemed bloody huge and this seems quite small really in comparison, maybe they are the same size in reality, but there's only 6 Boroughs in this and I'm sure there were many more than that in Paris in AC:U. The two biggest changes in Syndicate though are the Carriages and the Grappling Hook, the Carriages work surprisingly well, are very well implemented and work well in missions and side-missions, they handle alright as well, like cars in other games really, no better or worse than the handling of a car in Far Cry or something I reckon. The Grappling Hook though, I'm not sold on, it's cool and it is convenient now to be able to just fire this thing and climb to the top of a building, and you definitely need it to cross the wide streets a lot of the time, but unfortunately I just think its implementation makes AC lose some of its charm, to me anyway, instead of looking at a Viewpoint, thinking 'how do I get up there' you just hammer LB until it shoots up, and when it doesn't want to attach it's just frustrating. It's implementation is nowhere near as handy as Arkham City/Arkham Knight, and you definitely can't rely on it to work all the time, when you need it to, but it has its place I guess and is used to balance the wide-streets and lack of ropes across buildings in this, I'm sure Ubi will make it better in the future as well. They've dialled back the whole collectibles stuff from Unity too in this, the map is back to the pre-Unity set-up, so you can't peer into buildings and look for collectibles by tilting the map, the maps not in 3D, and the way they indicate the level of a chest or other collectible is that is shows up bright when you're on the right level, rather than the Unity method. Jacob and Evie are cool though, they're probably the highlight of the game, I've spent the majority of my time with Evie, but Jacob is a cheeky chappy with a big mouth and jack-the-lad persona, and Evie is the more sensible 'let's think this through' type, the dialogue between the two is pretty cool and the dynamic works, some of the best Protagonists in an AC game I think. Despite all the relative disappointments, I am still enjoying it, but nowhere near as much as Unity or AC4 at the moment, and I can't see that improving any the more hours I put into the game.
  20. I think some others have been playing this. Any thoughts. I think I quite like it so far but it doesn't feel as sturdy as Ridiculous Fishing or Luftrausers (other Vlambeer games) but I put that down to this being made in Game Maker. It feels like some production values are missing. But that's my only gripe, really. It's some good shooty fun with solid action and loads of Vlambeer screen shake. It's one of those games that has Rogue elements in it except this is a top down dual stick shooter. There are randomly generated levels though the themes are always the same and the same bosses always turn up. You have a bunch of characters to unlock that have different properties. It's a simple enough game. It is hard, though. I've got to the point where I can pretty confidently go through section 3 but I can't get past 4-1. I just get destroyed by the sentient crystals that fire lasers pretty rapidly. I tend to use the purple crystal dude who has more health and can throw up a brief reflective shield. I reckon he is a newb character but this game is pretty hard so I have no shame using him. I've been mostly playing it on the Vita, usually before work for 20 mins as it is pretty pick up and play. It's like Galak-Z in some ways except that is more complicated and does require longer sessions but I think they compliment each other well.
  21. it's like an fps puzzle game, think portal, actually the game structure has a lot in common with portal. but the puzzling is a bit different, you use various items to open doors/activate/disable baddies/stuff, and lasers. lots of lasers. it's good. it's supposed to be really good, and it sort of is, but it outstayed its welcome a bit for me, steam says it took 17 hours, a lot of parts of puzzles are similar to other puzzles so it could have been cut down to a better length imo. i mean it's still really good, just a bit too long, i was really close to using a guide near the end but just managed to work out the last one i was stuck on before resorting to the guide. maybe there's more puzzles because of the extra puzzles to collect the stars which require . i got a few stars but not loads - maybe they unlock a super secret ending or something. the story is pretty cool too, maybe more so if you're into philosophy and stuff like that (which confused me a bit, but i think that's the point), although you sort of know what's happening at the end if you read the computer files. found a few hidden secret bits that were pretty odd/funny too.
  22. Won't be giving any lengthy impressions here as I pretty much covered the game in my R6:Siege Beta thread a few months back (can be found here: http://www.mfgamers.com/index.php?showtopic=40972&hl=%2Brainbow+%2Bsiege) and doesn't differ too much from the beta, largely I'm just going to address the improvement Ubi have made since the beta and comment on the other maps and modes that weren't in that. So yeah, everything is largely the same as the beta, the graphics are much better, the maps are more detailed (for the most part), they've changed the operator logo's (for some reason) to slightly more colourful ones and added a couple of Russian ones I don't remember from the Beta. In addition to this there's of course a lot more game modes in Terrorist Hunt and Multiplayer sections to play, and the addition of 'Situations'. Situations is basically a slightly lengthy, non-mandatory single-player tutorial, it's 10 missions that put you in various different situations, can be played on Medium, Hard or Realistic, you get a star each for getting 4 headshots, completing the mission with more than 50% health and killing 2 enemies whilst aiming, for each star you get 200 renown (R6:Siege XP) which you can use to buy new operators to use or upgrade/customise weapons. Terrorist Hunt, which was in the Beta, but only had the 'classic' game-type where you go in and have to clear a map of enemies on whichever difficulty you choose, there's quite a few more game modes in this such as attacking or defending a bomb or area, rescuing a hostage from a group of Terrorists etc. Incredibly similar to what was in the Beta, but the different game modes add a bit more variation this time around, it's good fun, and a decent distraction every now and again, but not as good as the PvP, the difficulties seem a bit strange as well, Realistic is almost impossible and I've failed every time I've tried, but Hard is too easy and I've succeeded every-time I've tried, so there needs to be a better balance there in my opinion. Multiplayer, now categorised as 'Casual' and 'Ranked' play-types, with Casual being the only option open until you reach Level 20, it also seems to me that the only game mode you can play is variations on TDM (defending/attacking a bomb, defending/securing an area) as in the Beta, there's not been any hostage rescue or anything for me so far, and you have to reach Level 20 to unlock these additional game modes it seems, which is slightly annoying, but the game is so good you probably won't care. A huge amount of maps now in MP, 11 in total and I've probably encountered 8 or 9, 3 of which were in the Beta (House, Embassy and Hereford), all of the maps I've played are absolutely phenomenal, a lot tell a story without actually telling a story (if you get what I mean), some of which make me think there was meant to be a story-mode at one point or another but it got pulled, because of the stories the maps tell by themselves alone. Thankfully, Ubi have managed to address the server issues that dogged my time in the Beta a few months back, haven't had any disconnections, and haven't had to wait a long time for the matchmaking to get me into a game thankfully, have had a bit of lag and a few glitches though but only in a couple of games. Just as tense, just as tactical, thoughtful and filled with suspense as the Beta, and probably the best Multiplayer game of the last 5 years, the moments in it when you outsmart an opponent through quick-thinking and planning are incredible and fill you with a sense of fulfilment and satisfaction that barely any other MP game can give, it's a shame that no one will play it. Highly recommended, if you are even in the slightest bit interested in squad-based tactical shooters, then get it.
  23. Played an hour of this tonight. I want to have one long game on the go while I play through some shorter games (although my file on Ori and the Blind Forest has passed 10 hours in two days). Wasteland 2 was the first of the big kickstarter rpgs to be released (followed by Divinity: Original Sin and Pillars of Eternity) so I want to play them in that order. This is the director's cut version of the game which was recently released on PS4, Xbox One and of course PC. Obviously Wasteland and Fallout share the same dna so this game is very much in the vein of Fallout 1 and 2. Action points, perks, skills, scrap, looting, similar setting etc. I created a character with high co-ordination (the stat that primarily governs long range accuracy and action points in battle) with a proficiency in assault rifles. Then I picked three of the pre-made characters who seemed useful. The game opens with you in base camp, receiving your first mission. The game explains its various systems as you go, every time something new happens, a note pops up for you to read about it. It's pretty handy. It looks nice, the game still has that isometric Fallout look, but you can zoom in and out and freely rotate the camera. Obviously it's not static backgrounds like in the old games or in Shadowrun Returns. It's a nice modernisation of the old style. After getting to grips with the game, I headed out into the Wasteland. Exploration between points on the map is kind of similar to the old Fallout games or a Total War game. I selected the Radio Tower target and my party moved towards it. The first time, the game triggered a random encounter with a few enemies. Combat plays out like every turn-based pc rpg ever. Movement is grid based. Every action (movement, shooting, reloating etc) requires action points. When your action points are used up, your turn is over (or you can just press end turn). I'm playing on the default difficulty (I think it was called Seasoned). The fight I played was very easy. One feature of the old rpgs was that you could die on the drop of a hat, but I suspect that's not going to happen in this game. Early days though. Either way I will be running multiple saves. Actually, after the fight and I was running around the random encounter map, the game crashed (for what it's worth, I emailed inXile the crash folder that was generated). I reloaded my most recent save and headed towards the Radio Tower again. This time the encounter didn't trigger, and I arrived at the mission location. Hopefully it was a once-off thing. That's about it so far. Seems like a really good game.
  24. So I guess I'm probably the only one that got this, but I'll put some impressions up anyway. Dived in just after release last night for a couple of hours, mixed impressions to say the least I'm afraid to say, although I would lean slightly to the positive side. Purposefully wanted to play all the different modes that weren't in the beta so started out with a few games of Fighter Squadron, overall impression was good but at the end of my first few games with it, it was already getting a bit repetitive and just felt shallow to me, there's not much to it, just fly around and dogfight with people, there are Hero ships and stuff you can play as, but I didn't get to play as one. Quite exhilarating at times though and the Star Wars fan in me got a kick out of piloting these famous ships, but I just don't know how long the fun will last. Next mode I tried was Blast, which is Team Deathmatch. Absolutely awful this was, it was ok on one of the maps I tried which is like a large factory type map, but on all the others they just didn't really seemed to suit it, the shooting is just too imprecise to enjoy a mode like this and I just didn't really get a kick out of it at all, it was like playing an extremely shitty CoD clone really. The last nail in the coffin for this mode was the Endor map, I'm sure it's a great map for Walker Assault and Supremacy, which are the bigger, more traditional BF game modes, but for something as tight-nit as TDM, it was just atrocious, trees everywhere, no real focal point to the map, endlessly getting spawn killed and shot at out of nowhere from Snipers hiding in trees and bushes, just awful, no fun at all to play, and will not be going back. The last mode I tried was Droid Run, this was much better, and is similar to Domination from CoD, first couple of games weren't great as the randoms I was playing with weren't bothering with the objectives so the matches ended pretty quickly (if you capture the 3 droids the game ends in 15 seconds), but the last 2 or 3 were awesome, reminded me of Domination in CoD as I said, fast-paced, lots of struggling to turn the tide of battle on either side, lots of tension as you capture the droid for your team, was pretty great I must say and can see myself spending some time in this. Hopefully get round to playing some more tomorrow night/morning, going to try a few more game modes and see how I get on, saving Supremacy and Walker Assault for last!
  25. Yessir! I like what I've played alot, probably done the first hour. Its extremely similar to the first one but that's no bad thing. Poor fucking bitch, she's already taken a hell of a beating. Agree with Nag on the looks, its stunning. That snow... Controls are lovely: fluid and intuitive. Lots of stuff to do and already had tons of action. Looking forward to spending all Saturday with it.
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