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  1. mmmark

    Battlefield 2042

    I’m very bad at it but 2042 seems alright. There was a 10gb update so I missed out on all the bugs I think. The only jank I’ve noticed is slow texture loading at the beginning of a match (ps4 pro) and sometimes your body might go a bit mad when you die. The levels I’ve played on have been ok but I’ve not played enough to have memorised any of them. The one with the skyscrapers and has a huge tornado rip through the middle of the map was a stand out moment. I got killed because I was stood staring at it. It looked awesome was giving me anxiety. They seem to have stopped giving you anything if you have played any previous BF games which I don’t mind I guess but some recognition would have been nice. Just some gamer card art. I don’t understand the load outs just yet. You seem to be able to give anyone anything? Like give an assault guy a medic pack instead of ammo? I didn’t play around with it much so idk. It all sounds very nice and the pro version looks a lot better than the base ps4. God knows what the og xb1 version must look like. The menu and UI and a lot cleaner and user friendly than what I remember of 1 and 5. It’s Battlefield.
  2. This is more of a personal archive than a real topic, as I doubt there's much interest in this game here. Fundamentally it's a relatively straightforward resource-collecting and crafting game. The gameplay loop consists of collecting wood, flowers, stone and other materials to use for some art & craft stuff you can then sell at the weekly eponymous night market, which in turn gives you enough money to buy new gathering tools, which in turn unlock new areas with new resources, which, you guessed it, allow you to craft more stuff. You basically go through this process on repeat until you reach the final area, as every area is part of a larger story that involves a mysterious agency, a legendary guardian animal and a truckload of cats. It does mix up proceedings here and there though. The first time you enter an area you have to free a couple of caged cats and get rid of the agents there, which in gameplay speak is always a little stealth section (albeit a very simplistic one – think OoT's castle garden). Gathering and crafting involves completing short QTEs and every night market ends with a little minigame, like a play, a cat race or something along those lines. It's not really a game that'll draw you in for its gameplay mechanics, but rather its unique charm and presentation, the classic carrot dangling in front of you and a genuinely touching narrative that falls a bit into coming-of-age territory. I've heard people say they find it grindy and repetitive and I technically can't argue against it. Sometimes you need to gather certain materials a couple of (ingame) days in a row to get what you need and if you mess up hoarding season-specific items like, say, certain spring flowers, you'll have to wait for the night market in summer to stock up on them. But I still quite enjoyed it, it's super relaxing and super adorable and its quirky sense of humor and narrative can pull you along when maybe the gameplay alone couldn't. I saw the credits after roughly 20 hours but it's also open-ended, so you can still go about maxing out friendship levels with NPCs (which always involves giving them items you crafted or found) or completing the little museums with resources you found, even after the story has reached its conclusion. Switch version is a bit wonky (though way better than on release) with comparatively long loading times that also result in the music stuttering, making the whole thing feel a bit unpolished. There's also some formatting errors in the text (they have it set up to give plurals always an -s, so you end up with stuff like 'Got 10 sands' or '5 Special Nikko Flowerss'). It also, oddly, doesn't use the B button or the D-pad at all, so you have to navigate menus with the stick and close them with the same button you opened them with. But I can forgive those problems as it's made by a really small team that also had to take a long break in development due to burnout. I suspect at least the loading times being shorter on other platforms, but I also think it's really well suited to handheld play. Disclaimer: it's not a farming game, despite what this image might suggest.
  3. FromSoft isn't messing around! Giant Mech✔️ Missile launcher✔️ Big gun✔️ Laser sword✔️ Jet propelled agility✔️ ..And go! This isn't Metroid however, this is your standard tool kit. Master it quickly. You get about the first couple minutes to introduce you to the controls. Then, you're on your own. Free to roam and battle as you wish. Your first objective has four markers, to be approached in any order. Naturally there is a lot of distance between each and From is quick to demonstrate that the enemies have the advantage. This is their base, you are the intruder. Be prepared to fight waves around any given corner. Some nice little Codec-like voices are your only warning the enemy has spotted you. The controls have come a long way since early AC's. After only an hour or so, I get what they were saying about taking what they've learned from Souls (more from Sekiro, really) and applying it to AC. Combat is fluid, reactionary and fast-paced. It all feels really intuitive, however. I imagine the first boss will be a rude awakening to any new to AC. I died a handful of times. But, this isn't Souls. This ain't no Vanguard either. I didn't defeat the boss by learning it's patterns, tells and counteracting them. No, I beat the boss by making the most of my own abilities. Your handler gives you one hint to dodge a specific attack. But it's more important than it seems. I mentioned Sekiro before, because you have the same meter system to the boss fights. Get the bar into the red with sustained damage and not only does this put the boss in a stunned state. But they take more damage too. Be careful that it does work both ways. Not to mention the cooldown to all your weapons and dodge/agility capabilities. This is all demonstrated in the first boss fight. When I "got it", I smashed the boss quite easily. I didn't get long to play today and likely even less time tomorrow. But just from the opening mission, I'm very impressed.
  4. So this has a demo out, presumably on every system, and it's relatively chunky at around 90 minutes to two hours. Turns out it's pretty neat and I actually bought it on a whim after the demo ended. One thing I noticed right away is that despite there being lots of discourse about it, most of it was so focused on its technical side that I never really knew what kind of game it actually is. So I was a bit surprised to find out that it's not a linear run & gun shooter, but more of a story-driven adventure with (very) slight Metroid elements, platforming sections, a couple of (easy) puzzles, a skill tree and some downtime sections where you talk to NPC. Not saying a straight up shooter would have been worse than this cocktail but the fact that there's more to do than just click on heads was a welcome surprise. I also really enjoyed its opening act – the story is a relatively trope-heavy YA mix of different things, but it's surprisingly engaging IMO. On the gameplay side, while it's not all shooting, the shooting part is still the meat of it, with every aspect of the skill tree boosting your combat prowess. As the Avatar Unforeseen, you can wield all four elements three magic types, which means you have the funky equivalents of a rifle, a shotgun and an SMG build into the gauntlet on your hand. Per magic type are three subtypes and there's a bunch of other stuff like Overdrive and more powerful spells filled by a mana gauge. It can feel a tad overwhelming at first but you'll soon learn to wield them properly, pick out snipers with blue magic (rifle), pull in supports to finish them off with the red magic (shotgun) and slow down brutes while pumping them full with green magic (SMG). I do want to point out though that it's a very static game in the sense that all the horsepower of the console is being used to make it look as pretty as possible. There are zero physic toys available here, the world is purely decorative. I'm not too bothered by this but it does feed into the discussion that hardware resources are being used for ultimately irrelevant things today. Speaking of, visually it's really stunning, as expected. I think there have been a few patches since release that increase the native resolution and make the upsampling a tad less aggressive. It does look sharp, but I'm only on 1080p, so hardly a high-end benchmark situation. But it also runs a but sluggishly at times and can only really hold the 60fps target in closed-off spaces. Which I think is the exact opposite at what it was at launch, when it was locked to 60 no matter the cost. Probably would have preferred that to be honest, but at the end of the day it's not a dealbreaker for me. But so far, so good. I wish the demo had come out a bit sooner, because I think it might have helped selling a few more copies and avoiding the unfortunate downsizing of the developer. Getting greeted by this when booting it up feels really bittersweet now:
  5. A Space for the Unbound is an adventure game set in Indonesia in the 1980s. It’s about a couple of high school students but there are magical elements to it too, which gives it the atmosphere of something like a Studio Ghibli or Makoto Shinkai film. I’m impressed with it so far. If nothing else, l would love to see a Final Fantasy game made in this style.
  6. spatular

    Gran Turismo 7

    Its the new gran turismo, you drive cars around and stuff. Theres an odd story mode thing where you have to go to a cafe and you get a menu, but its not like a normal menu where you order food, this one has cars on it and you have to win (by racing) or buy them, then when thats done theres another menu, inbetween people tell you stuff about the cars etc. and it goes on like that. Its sort of odd. Theres all the usual stuff, racing, license tests, online, upgrades, car washing, music rally, etc. like gt sport if you drive 26 miles a day you get a chance to win stuff, unlike sport, that isnt always a car, sometimes its 2000 credits, which wont even buy you paint. i want to paint all my cars cool colours but being cautious with the cash at the start, its pretty annoying, the painting should be free. Maybe youll be able to download paint jobs made by other people for free, you could in sport, that would go some way to mitigating the paint thing. it has thrown loads of cars at me so far though, theyre all pretty slow/rubbish so far, so hopefully it throws some good cars at me at some point. the important stuff like the handling and tracks and forcefeedback are there and seem really good, seems pretty similar to sport, although i havent played that in a while. But at the start its all slow cars which im not too keen on, much prefer it when you get to the racing cars. music rally i only did once, you drive round through checkpoints and the music changes or something. the menus are pretty silly but im used to it so its just seems normal. the quick loading is great! And does really help with the menus so at least you dont have to wait for it to load different sections. i played on performance mode and it looks pretty nice but didnt really blow me away, but it looks nice and runs smooth so thats cool. is the graphics mode the one to go for? if you like gt youll probably like it. You guys playing it, what do you think?
  7. Played for a couple of hours and I'm happy to say that, so far, I've loved every minute... everyone already knew it was going to be a spiritual successor to Dead Space and apart from the inclusion of melee combat that's just how it feels. You play as Josh.... sorry Jacob.... who for reasons finds himself locked up and awakens in his cell with things very much already fallen to shit... not long after you receive your first melee weapon and after a quick tutorial you're left to it... I was worried by the dodge mechanic in this for a while but it's actually not too bad... there's no timing window, something I'm immensely grateful for as I have none, instead as long as you're holding left or right when the enemy swings you'll dodge... just don't dodge in the same direction twice. As for the hitting things, it feels meaty as in The Last of Us 2 meaty... and messy which I suppose trying to batter a monster to death would. I've picked up a pistol but so far I've not had much cause to use it... ammo seems sparse. As expected it looks really nice, they nailed lighting and sound... something that would've been criminal coming from the guy who gave us Dead Space... he sure knows his outer space. I've already died a number of times on the middle difficulty with some pretty disturbing death scenes... I think I'll be seeing lots more of these during my run time.😂
  8. Nag

    Lies of P

    Started this earlier (didn't try the demo earlier in the year) played for around 2.5/3 hours. Not sure what to think of it yet, it OK to play I guess... definitely not as tight as Elden Ring, there's been a few times where it's seemed like the buttons were a tad unresponsive... and I've also been stun locked which is very annoying. Looks wise it could quite easily be a sequel to Bloodborne... it's very similar. Looks pretty decent though, nice and sharp... I'm playing in quality mode but I have no idea what that does to resolution and framerate in this though. Like most Soulsborne games I'm feeling a little lost at the moment tbh... what with the amount of random items I'm picking up and the amount combat notes being thrown my way... we'll see how far I make it in this as I've read it's fairly difficult and unlike Elden Ring I can't ride on the coat tails of better players so don't be too surprised if my next post on the game is in the "Sacked that off mate" thread.😂
  9. Kinda surprised there's no thread on this yet, it seem like something a few people here would enjoy. Anyway, this is an awesome little title based on Scandi fairytales. It starts as a delightful, personality-filled romp where you, as young boy Olle, climb out of your log cabin window and follow your sister through a forest. Along the way you skip through peaceful, flower-filled meadows, play hide and seek with gnomes, and even shepherd some cherub-like flower pixies into a paddock. You then explore with your sister, climb a mini-mountain and all is right with the world. Obviously this would make for an extremely short experience, so let me be clear. This is the last good thing that happens to you in this title's brief runtime. Amongst other things, your sister is kidnapped, you're hunted by a character called The Butcher, you wade through a lake of lost/sacrificed souls, and you battle against some naked forest lady whose heart is visible through the open cavity of her back. This is truly one of the darkest, most horrifying games I've ever played, and the huge contrast between the gorgeous visuals and the awful undertones means every aspect has a real impact. Gameplay-wise, it's not going to win any awards. A couple of bits are really awkward to control, and at times Olle doesn't quite do what you want him to. Everything else is so, so good, though, especially considering this is the studio's second ever title. The graphics, at times are stunningly beautiful, with this unique saturation that makes the grass and flowers look almost real. The character models swing from charmingly stylised to incredibly creepy. Sound is great, except for one section set in a village about two-thirds of the way through. I love the fact it's based on Scandi folklore, too. Essentially, imagine Little Nightmares if it was cranked up to 11 and you'll be running along the right lines. It only has a 4-6 hour runtime, so if you've got an afternoon or evening spare, it's definitely worth downloading (especially if you have Game Pass, as it dropped there last week). It's one of the more unique titles I've played in a while. And the music for the final boss is In the Hall of the Mountain King. AKA the Alton Towers advert theme.
  10. Maryokutai

    Atlas Fallen

    I'd like to preemptively say that I'm enjoying this very much, but I want to start off by mentioning two major flaws because the game can potentially put you off initially before it sarts to come into its own. First of all, do not play it unpatched. Because I have a very slow internet connection but wanted to give it a shot right away the day I got it, I installed it offline and dear god. Whatever "gold" version they pressed on the disc here is basically an alpha version. It looks and runs significantly worse than the finished release, it lacks fundamental gameplay elements (no lock-on for example) and even the settings menu barely has half the amount of options you eventually have at your disposal after it's been patched. Deep down I think it should be unacceptable to release a game in this state but we're so far down that path already that I feel like wasting my energy to point it out. So, tl;dr: don't play this without the Day One patch. Secondly, the game itself has an incredibly weak opening. Think back to how masterfully The Last of Us introduced us to its world, its protagonist and his motivations in a very effective 15-minute rollercoaster. Now imagine the complete opposite if that and you have a good idea of what Atlas Fallen's prologue is like. It's magic mumbo-jumbo mixed with a visually very unappealing tutorial area and leaves a very unappealing first taste. That said, now to the good stuff, because at around two and a half hours of playtime the game does its own 180 and turns into what I'd summarise as a surprisingly enjoyable mix of open world action game and light RPG. After the tutorial it throws you into an open world hub that's big enough to be believable as a place but small enough to not feel overwhelming in a way few modern games are. And while the game's structure with quests and areas being gatekept by enemies above your level is very RPG-esque, the actual progression system does kind of its own thing. Instead of collecting XP and levelling up, your character becomes stronger by upgrading their armour and unlocking Perks associated with that progress. In parallel to this you find, in a very motivating pace I might add, a lot of active and passive "Essence Stones", which are basically skills and buffs that enhance your options during combat. Combat itself is a mixed bag and also a clear indication that this doesn't go all the way as an RPG because there's only one way to approach it and just a couple of variables through the aforementioned stones. The game is build around the so-called momentum gage, which fills up as you attack and do other violent gamey stuff. Said gauge is split into three segments and every segment is linked to one skill you previously equipped, with the third one obviously being stronger than the first. The higher the gauge, the higher your damage and the lower your defense, which is described as a risk-reward mechanic but doesn't really feel that way because you have no control over it. Generally speaking, this all works rather well and is good fun, but I have two problems with it: firstly it's very, very easy to miss the indicator for off-screen attack prompts, so I'm getting hit quite often. Might be a me-thing though. The other one is not though and that's the very wonky lock-on. Bigger enemies have multiple body parts you can destroy for better loot but the lock-on is so finicky against those enemies that you sometimes can't get the right part locked or the game refuses to let go when you'd rather want to focus on the small mob running around etc. There's ways to work around this – my solution is not using lock-on at all until there's only the big one left – but it's still something to point out as a flaw. Outside of combat the game basically just consists of exploration, which is fun both thanks to the world's verticality and the protagonist's mobility, who can double jump and air dash. Moving around feels very good and it's here the game feels most polished. In other areas, like dialogue sequences, you can tell this is at max a double-A, sort of euro-jank title marketed as a big-hitter. Visually it's very pleasing, but with noticeable pop-in and very outdated character models that wouldn't look out of place in a PS360 game. I do want to point out though that Deck13 is using its propriety tech and hasn't jumped on the Unreal-bandwagon so huge respect for that, because all things considered this is a technically very impressive game for such a small studio. Six hours in the story hasn't really evolved much beyond the initial mumbo-jumbo and still resolves around the protagonist's gauntlet and the spirit of a Navii trapped within, but when the actual moment-to-moment gameplay is this rewarding it's not a big deal for me yet. How on earth this is sitting below a 70 on metacritic I have no idea, but then again the same thing happened with Venetica back in the day. I think US outlets in particular have a really hard time accepting the space in-between triple-A and indie, you rarely see them really value the effort put into these games and maybe looking past a flaw or two. Or maybe I'm just too partial because it's a German game, I don't know. Anyway, I think a few people here might end up enjoying this, you just have to be prepared for a sub-standard opening and be ready to play around some QOL flaws during combat encounters. I've also heard it only takes about twenty hours to complete, which I think is a good sign in this day and age of bloated open world releases.
  11. HandsomeDead

    Exoprimal

    I've played a few hours of this and I think I get it enough for some early impressions. It looks kinda out there but it also sticks to a lineage of Hero Shooters for the most part. There are 10 classes to choose from: 4 damage dealers, 3 tanks and 3 support. But one of each are unlocked as you rank up (or available from the start if you pay more (yes, there's a bunch of this malarkey, battle pass etc. 😐 )). So how a general game plays out is you pick a class, anyone can be any, it doesn't force anyone into a certain one but I can't see a lot of success in not having someone be one of each. There's 5 people on a team but you are also pitted against another team who is racing you to different parts of the map to dispose of these dinosaurs that are falling out of portals (I'll get to that). You don't interact with the other team, they're ghosts you're competing with in the first round. The second round it changes to something a little different. There's different modes it might change to but most of my games it became a payload pushing mode. Standing next to it will move it and you have to protect it from the dinos. But your opponents are on the map with you, pushing their own payload and it's here there is some decision making. You can go and attack them but your payload is less protected. Though they do meet in the middle so conflict will happen. Another little trick you have is once a match you'll have the ability to summon and control a dinosaur used to go and make the opposing teams life a problem. It's very clunky to use and quite easy to waste if you're not careful but it can be a tide turner. I'm not gonna say too much about the classes because it's one of those cases where if you've played Overwatch you know the deal. They're mixed up a bit but it's generally a familiar feeling game in this regard. What's interesting, in a way, is despite this ridiculous premise of fighting hoards of dinosaurs in a futuristic city is it does try and contextualise all this with an ongoing plot. You and your team crash land on an island where a chaotic AI is sending people back in time at the point when dinos appeared out of portals and destroyed the city (though at first they think it's a simulation). The AI is then analysing combat data and for what reason? I dunno yet. It trickles this out as you play since your team are analysing as well, to figure out what the hell is going on. I appreciate the commitment to the bit but it does lead to a problem of the game feeling too same-y since you're always in a similar urban area and there isn't much using the environment since it's a very grounded game and pretty close quarters. Add some spongy dinos to that and you end up in situations that feel really limiting. I guess it does feel like a game from a few generations ago. Its been making me think of Monday Night Combat, which is a game I've not thought about since then. That time early in the 360 gen where you had all these shooters with hoard modes. So I've been getting a nostalgic feeling I didn't expect but I don't think it's the kinda game I want to play to the extent it clearly wants me to. It's charming, and I generally enjoy it but... some multiplayer games don't get a playerbase when I can't help but think they should have. I don't think this is that. But this is just after a few hours. Maybe something will click and I'll see something special but it's not obvious from the jump, which you really need in a multiplayer game.
  12. So, this is the new game from the Civ and XCOM developers, Firaxis. Perhaps unsurprisingly then, it is a turn-based game. It's safe to say it's more closely aligned to XCOM than Civ though, but this has an ace (or many aces to be exact) up its sleeve that differentiates it from just being a Marvel XCOM game, and that's the largely divisive (from Previews) inclusion of Cards into the combat. As a result of the cards coming into play, the game isn't as rigid or locked into a grid like it is in XCOM, you're free to move somewhere within the little combat arena you're placed in once per turn, with certain placements being preferable, scoring knockbacks or environmental attacks. You can draw three cards per turn, but certain cards do get refunded as they're used up, giving you an additional card or two per turn, you can also redraw any card you're not happy with twice per turn. A lot of the cards so far are quite basic, in that they are 'standard' kind of slash/punch kind of moves, but they do come with additional benefits like knockbacks, chain attacks, inflicting bleed damage and the ilk, on top of these you've got ability cards which gives you and your team buffs as you fight and hero cards which are much more powerful and usually allow you to take out multiple enemies at a time, the kicker being that you need 'heroism' to use them, which is gained by taking out enemies. The enemies themselves have been fairly standard grunts for the most part, if you imagine the basic super soldiers from XCOM, then it's pretty much the same here, just they're now Hydra Soldiers. The bosses have been more interesting as they're now various Marvel villains instead of snake-creatures or something like they were in the XCOM titles. As established in the paragraphs above, the game shares a lot of DNA with XCOM, and that's no bad thing, the animations, certain effects you can pull of like the knockbacks mentioned earlier and the environmental attacks all look and feel very similar to XCOM but they've now got a more grandiose superhero sheen on them. You'll head out on missions from the 'war room' with yourself ('The Hunter') and two other heroes chosen at random to assist you. You'll about your task, fight a boss or retrieve an item at the end of it and then return back to your base. It's in this base segment of the game where you can see where Firaxis has been far more ambitious than their previous title. In XCOM, the base was an important part of the game where you'd build new sections, invest research points into them to help bolster certain specialisations, new weapons and all that good stuff. All of this DNA is contained within the 'Abbey' in this game, which is a huge Cathedral with sprawling grounds for you to explore to your hearts content, you explore this in 3D in your role as the Hunter, gone are the days of a 2D plain, seeing all your little soldiers move into their newly built wing. It's super impressive and such a great feeling 'base' right away that really makes you feel at home, all the segments you'd expect to be there are in their place but there's also tons of secrets to explore and a sprawling grounds containing blocked passageways which will likely reveal themselves to me later on. The Abbey has the feel of the School in Fire Emblem Three Houses or the Normandy in Mass Effect to it. This also takes inspiration from those titles in the new social links system, where you can sit down and hang out around the Abbey with your new team mates as you assimilate and get used to your new surroundings, doing so gets you friendship points which levels up your bond with your squad mates as the game goes on. I'm not too far into the game but I assume the more it goes on the more activities around the Abbey get unlocked and some of the more mysterious bits and pieces I've seen so far unveil themselves. The Abbey is the most ambitious element of the game and is almost a game unto itself, it makes me realise why it got delayed a few times. So yeah, I've loved my time with it so far (probably about 4-5 hours) and can't wait to play more, it's a real breath of fresh air compared to some of the other stuff I've played lately. To be continued and pics added.
  13. Ok, so I was burned out on the Assassins Creed series. The yearly sequels got me feeling pretty tired of the series. By the time 3 came out, I was pretty much done. I tried a few other games in the series after that point, but never really committed to them. Odyssey got me back into it, and what an outstanding game that was. So I was naturally excited for this. I’m playing this on my day one PS4. Naturally it will perform better on next gen. But having said that, I’m not disappointed with the way this looks at all. The game is absolutely stunning, and apart from the initial long load time, it runs pretty smoothly. I’ve seen video reviews of some hilarious bugs/glitches, but haven’t encountered any myself yet. The combat is a bit basic at the moment. Reviews have pointed out that it takes a few hours to unlock different moves and abilities. So I’m looking forward to that. It’s nice that you can respec your character at any time, so if you fancy a different approach that’s always an option. Wandering around the main settlement, I’ve found three mini games. One which involves out-drinking your opponent, one where you use poetry in a battle of wits, and a dice game which I lost horribly on my first attempt. There’s a micro transaction store (because of course there is), but thankfully it’s totally ignorable. You have to search for it yourself (no obnoxious daily deal prompts bombard you). And the vast majority of the items are cosmetic only. There’s no “pay to unlock XP faster” as there was in Odyssey. So although it’s there, it isn’t an issue. Usually in Ubisoft games, I like going to the Ubistore to unlock various exclusive bits. There’s very little to unlock in Valhalla’s Ubistore page. But again, not much of a complaint really. Definitely looking forward to sinking many hours into this.
  14. I’ve played this for 4 hours now. And the harsh reviews can honestly fuck right off. They’re way off the mark, in my opinion. Usually, Skill Up does decent reviews, but I don’t agree with his video review of this. He moans that unlocking “Knigthood” for all 4 characters is a massive grind. Is it bollocks. There are two ways to level up. All characters share regular XP, so you can freely switch between them. But each character has a 4th skill tree, Knighthood. This needs to be unlocked for each character, and you do so by killing 3 mini bosses, and solving 10 crimes. In my 4 hours, I’ve got Knighthood unlocked for 2 characters, and almost done it for a 3rd. The way he moans, it’s like it’s a huge chore. He also creams his jeans over Arkham Knight. Personally, I thought that game was boring as fuck. I’ve had more fun with this, than I ever did with that. I’ve also seen some people complain that one fight sequence has the rock remix of Livin’ La Vida Loca. To those people I say “Have you even played Saints Fucking God-awful Row?”. What a stupid complaint. Anyways. Combat-wise, this ain’t Arkham. There’s stealth takedowns, but I’ve not had opportunity to use them much. So far, there’s not the vast array of gadgets that Batman had in Arkham. But, each character has their own play style, and abilities. Robin has been quite fun so far. A lot of people got pissed off when it was revealed this is 30fps on consoles. I’m no graphics expert, and to be quite honest, I’m happy with how this looks on PS5. It looks pretty damn good to me. The story has been interesting so far, and it’s worth swapping characters, as they periodically have their own side missions, which further develop how they’re coping with the loss of Batman. So yeah. I’m having a great time with this so far.
  15. Nag

    Aliens Dark Descent

    After falling off Final Fantasy XVI last weekend I've been putting a fair amount of time in to this over the last week or so... for the most part I'm enjoying it a lot. I'm not entirely sure what you'd class this as, real time strategy?... the only game I've played that's remotely close to it is Gears Tactics which was turn based this occurs in real time and only slows (or pauses if like me you prefer it that way and change it in the options) when you use skills. Other than that the marines will engage when spotted entirely on their own. I'm playing on normal and the game certainly isn't a push over... so much so that engaging the aliens should pretty much be avoided if possible and trying to be as stealthy as possible is the preferred method of advancing through levels. There's a lot of spinning plates to juggle in regards to the marines themselves ammo count, tools (for welding doors shut and unlocking encrypted doors), first aid kits and stress levels which can give you negative traits if they get too high. Marines can be wounded and require medical treatment which results in lost days, same with the negative traits these can be removed in the medical center but also cost days. This wasn't a problem in the early game but come mission 6 there's a kill clock introduced and a 25 day countdown to nuclear containment protocol... so that sucks. It looks fairly nice and the sound is great with all of the noise you'd expect... pulse rifles and smart guns sound spot on. Some of the marine sound bites play a little too often for their own good though. Unfortunately the games a little buggy at the moment too, to the point where the X button sometimes stops working altogether in-between missions (thankfully hasn't happened mid-mission yet) and sometimes the elevator prompts straight up don't work... quitting out and reloading generally fixes these though. Not my usual gaming fare but I'm glad I've given it a try... just hope I don't get sterilised via nuclear explosion...😂
  16. Maryokutai

    Lake

    Bought this a while ago and finally found myself in the right mood to play it this last week. The synopsis for this is rather short: you play as Meredith, who travels to a fictional area in Oakland to simultaneously get away from her job for two weeks and step in for her father who's the local postman. In gameplay terms this means that you drive around and deliver letters and parcels, occasionally getting dragged into a discussion by the townsfolk who you can open up to and build relationships, of either the pragmatic, platonic or romantic nature. The way you handle these interactions does have consequences, but we're not talking Mass Effect here. There are no twists and turns and everything you do either results in people being friendly to you or not. It's a snapshot into a common, unremarkable life, not a blockbuster life-saving adventure. It's hard to talk about this without making it sound boring, but there is something in its monotonous parcel delivery gameplay that helped me unwind and refocus. I'm not going into too much detail about this in a topic about a game, but it did nudge me a little in a certain direction I've been thinking about recently in terms of where I am and what I'm doing with my life. It very subtly deals with issues like midlife crisis and burnout without ever mentioning either of these words. And some themes can hit close to home, depending on your circumstances – Meredith's boss calling her almost every other evening despite her being on vacation really rubbed me the wrong way, but for all the right (read: authenticity, believability) reasons. There are multiple themes like this spread across all those little interactions, from leaving old friends behind in search of personal fulfilment or even making new ones by discovering the next chapter in your life. I might be overselling the game a bit here, but playing it is less about the things happening on screen but more about those that it might kickstart outside of it. That's not to say it's a chore to play. The mail delivery part is roughly a third of what you do per day, with dialogue et al taking more space. It's here the game is at its best, even though it's hardly Shakespearean or anything. In fact, a lot of characters are somewhat stereotypical, but they are grounded enough to be believable and imperfect enough to be likeable. As mentioned earlier, your choices influence relationships and there are multiple endings to the game as well. It also doesn't overstay its welcome with its roughly 9 hour playtime – I played two "ingame days" per day for a week which felt like a good mixture. I don't think this is a game you should (or would) run through in one setting. Being an indie title, there's of course some compromises to be made here. Animations are very limited (the screen fades to black when entering/leaving a vehicle). Facial animations are barely non-existent. The visuals can look sublime in one instance, for instance when you see the sun shine through the leaves, but absolutely horrendous in other moments. But none of this really detracts from the experience. The voice acting, for example, is surprisingly strong, and easily bypasses the slight problems in terms of facial animations. There was one bigger point of critique that started taking shape in my head as I went on and that is the almost romantic portrayal of mail delivery services, which I know, both from discussions in my life and from reports of our local postman @OCH, is far from the truth. Thankfully, the developers do acknowledge this with a note in the credits, which I find really heartwarming and sensible. It's a difficult game to recommend. For me it was one of the most impactful titles I've played this year, someone else might just find it slow and boring. The surprising amount of positive reviews on the Xbox Store seems to indicate that it resonated with a lot of people though. I think it's still on offer at the moment, at least on Xbox. If not, it's on Gamepass IIRC (not anymore) and if just one line of this text block didn't strike you as boring I'd say give it a shot.
  17. AndyKurosaki

    Diablo 4

    Put about 30 hours into this so far. For the most part, it’s pretty good. I’m no expert in this series, I finished (and really enjoyed) Diablo 3 on PS4. I tried the Remaster of 2, but it played like arse so I soon gave up. I’ve gone with Barbarian, as I always enjoy being the “tank”, dealing out massive damage while taking a fair bit myself. The skill tree for each class is quite large, but also forgiving. If you don’t like a particular ability, it costs a minimal amount of cash to refund an ability, so you can try something else. One thing i will say, is the game isn’t great at explaining what things are, or what they do. Some skills/abilities use/give ‘Thorns’. I had to turn to google/YouTube to figure out what the fuck they are. Some treasure chests require a specific kind of key. Google/YouTube to the rescue again. There’s a fair bit the game just simply doesn’t tell you, and there’s no tutorial list/lore book that makes that kind of thing easier to find. Performance wise, it’s relatively stable. During the beta, the queue times to get into a game could be astronomical. I’ve not had an issue getting into a game, it usually takes less than a minute. What has been an issue, is constant crashing. Every now and then, I can be about to check the map, spend an ability point, trade in some gear. And the game just freezes completely. Resulting in having to shut the game down entirely, and reload it. On PS5, that takes less than a couple of minutes. And it frequently auto saves, so it’s not like I’ve lost tons of progress. But still, it can be annoying. Some sessions it doesn’t happen at all. Other times, it can crash 3/4 times in a couple of hours. Not sure if it’s just a PS5 issue specifically. But hopefully it gets fixed. Now, onto micro transactions, everyone’s favourite. The mobile version was plagued with absolutely shitloads of them. Thankfully, that’s not the case here. There’s the option of paying real money to unlock character specific gear. But you get plenty of stuff chucked at you without having to resort to that. The seasonal Battlepass hasn’t started yet, that’s apparently in July. For which you have to make a new character if you want to unlock all the stuff in it. Doubt I’ll bother doing that constantly, but I’ll probably run a Necromancer/Sorcerer for my next character. Haven’t finished the campaign yet, but think I’m not far off, I’m on Act 4. Oh, and you don’t unlock a horse until the start of Act 4, which takes quite a while.
  18. I'm surprised there's no thread for this. Ghostwire: Tokyo is an open world first person action adventure game. Obviously set in Tokyo, I think all in the Shibuya region. It means that it's not so oversized and it's a relatively interesting place to explore and pretty detailed. It's nice. Some kind of supernatural event has happened which has "killed" everyone but one of the things you do is harvest souls of the population to keep them safe while this event gets sorted out. But anyone who is roaming the streets are ghostly figures who need to be busted. You do this with elemental spells that have a number of different properties and are fun to use. "Ammo" for the spells is pretty limited and you can only carry so much but you can get a little amount back from enemies. It does mean extended fights require you to switch it up and try to use optimally. There are some stealth mechanics as well that help thin out a group if you can manage being a bit sneaky. This part of the game is pretty well done. You're able to do this stuff because you are possessed by the ghost of a guy who's history is kept secret so far. He does have knowledge of the supernatural and how to fight it so you share your body with him to help bust some ghosts. He's pretty entertaining in a gruff way as well so he's good company. Tokyo is really well realised, it looks great and the various ghosts, yokai and ghouls are really well designed so it has a unique look. Exploring is well rewarded but its weakest part is probably when you go high to the rooftops and the jumping around isn't great. You have a glide ability but what you can grab onto and mount is hard to judge and jankily implemented. It is the time the game looks and feels a bit rough. I've been enjoying it quite a lot so far. Unless it all goes wrong I'm happy to certify it a Cool Game.
  19. OCH

    Cult of the Lamb

    Heretics Defeated! So far, very good. Only got in an hour today (for now) but I'm enjoying everything about this. From the "Happy Tree Friends" aesthetic. To the distinctly Isaac/Gungeon feel to the combat. The cult building aspect so far is the newest gameplay to me and the most intriguing. It reminds me of both Freedom Fighters and the base building of Suikoden. I have fought one boss and indoctrinated three followers into my Cult. While grinning from ear to ear at the presentation.
  20. AndyKurosaki

    Sifu

    I’m a bit late to the party on this one, just got my rental copy. But I notice it’s only recently come out on Xbox, so better late than never I guess. I’ve done the first two missions so far, and it’s quite fun. You play as either a male or female kung-fu student, seeking revenge on an enemy gang. The twist is that every time you die, you get immediately resurrected, but age one year. You start off at age 20. Supposedly as you get older, you get stronger, but age too much and you get weaker. The combat seems straightforward enough so far. I’ve enjoyed smashing bottles on people’s heads, slamming them into walls. It also turns out you can attack people in mid conversation. So while enemies have been giving me exposition, I’ve dashed in and punched them in the face. Good times.
  21. So the full game is out, I've spent the morning playing it... bear in mind I didn't play any of the demo's so the opening is all new to me. I think everyone by now everyone should be able to gather what happens in the beginning, Chris being all dark and barrel chested, anyhow you soon wake up at night, in the snow... looking for Ethans baby. To me the game looks really pretty, the lighting is really good and so far (using RT) the performance seems to be holding up nicely. I never overly liked the shooting in 7 and this seems very close, I've recently picked up an add on to my pistol and that's definitely helped... I feel much happier in these third person Resi games with a shotgun in my hands though. The start of the game is almost a bit too much, there were times I wasn't sure if I should be trying to kill all these things or running away... that's also happened a couple of times in the castle where I'm up to now. Things have calmed a bit since getting in there though and it's a gorgeous place to explore. I do wish the movement speed was a bit quicker though. So far so good then, looking forward to finding out a bit more on these freaks who are making life a tad rough for old Ethan.
  22. This is arguably the showpiece, flagship title for PSVR2 and it hasn't failed to disappoint. Having only played two games on the system so far (this and GT7), with both being incredibly impressive in VR, I have to give this the edge as it fully utilises PSVR2's capabilities to its fullest extent, all the features like the haptics, finger tracking, impulse triggers etc. all come into play to create one super immersive environment to explore, with a Wheel and Pedals I'd imagine GT7 would be equally as impressive but seeing as I've just got the DualSense to use for that, this gets the edge ever so slightly. Coming from PSVR1 where 'standing' games were severely crippled by poor tracking, I watched on in envy as I saw numerous headsets launch with full roomscale tracking like the Vive, Index, Rift Pro etc. and whilst I can't quite achieve that myself as my living room isn't big enough, there's more than enough freedom to move about and the tracking is fantastic with this in comparison. It feels like the realisation of what I wanted PSVR1 to be all those years ago, a fully fleshed out AAA game made from the ground up for VR that fully immerses you in the experience with controls and tech that don't detract from the experience. At its heart, this is a climbing game though. I'd say 70-80% of the time you will be clambering up Mountains, man made structures, along peeks, valley's and everything in-between really. At first the climbing is quite one-note, you just climb with your hands up various surfaces but as the game goes on you unlock pickaxes which make you feel like Lara Croft in the recent Tomb Raider titles and a grappling hook-like device which enables you to swing across chasms. Imagine what the climbing sections of an Uncharted or Tomb Raider would feel like in 1st person and you've got a rough estimation of what this is like really, enemies and combat sections are in the game but they're treated as boss battles at the end of a chapter and are fleeting experiences that whilst incredibly thrilling are gone before you know it really. It's a linear experience without too many branching paths, open areas or anything like that, there are a few times where you can choose to go down the right or left path at particular sections but that's about it really, it's very much a cinematic linear type experience. There's a few collectibles to get along the way in the way of targets you can shoot with your bow that are sometimes placed in sneaky locations, puzzles with stones you can stack upon one another to eventually make a cairn and legendary mountains to climb, the latter of which seems to be mainly tied to the story. There are also lore collectibles you can get and pieces of armour to collect that when you've accumulated 4 or 5 upgrade your armour capabilities, nothing to ground-breaking there but it helps break the game up. There's also a theme park like ride where you travel along in a kayak through the rainforest whilst various monsters either clamber, fight or jump over you, it's definitely a mode you will try once and show to friends and family members to wow them as they come round but that's pretty much all it is. Another inclusion is the challenges you can do, there's an archery challenge where you can attempt to outscore Aloy's 1500 points (which I managed a few nights ago) and an assault course challenge where you have to climb, jump and shimmy your way through a course beating a certain time, I think I need to get further into the game before this fully unlocks for me, but what I have tried is good fun. So yeah, very impressive overall, I'm about 5 hours in and have to wean myself off it every night once my 90 minute session has finished. Had no issues with motion sickness or anything so far either which is great, have been using the 'comfort' setting for now as I don't want to overdo my capabilities too soon. I can see why some may be disappointed there's not more combat in it, at its heart it is a climbing game first and foremost, but for me it's still spectacular. My stream from last night: A few pics:
  23. Fired this up last night to give it a spin before the demo times out. Safe to say I'm really impressed with it so far, didn't really want to put it down when I came to the end of my session but got dragged off the TV as the Wife said Dinner was ready. It's very much a Souls-like and there's Nioh's DNA running through it, even things like the menus, inventory, sounds when you pick things up and all that jazz are ripped straight from Nioh. It also takes a lot of inspiration from Sekiro, if you time a parry just at the right time it does a Mikhiri Counter type thing where you stab the enemy for massive damage, movement also feels similar to Sekiro in that you can jump about and dodge like a manman without really running out of stamina. There's a much faster more actiony Bloodborney type pace to the combat then the likes of Nioh and Dark Souls. It says it's a work in progress but on PS5 it looks and runs like an absolute dream already, didn't encounter any bugs or performance issues, runs absolutely buttery smooth and looks magnificent. If you've got both consoles the XBX version seems borked so download it on PSN and you'll be away. I don't really think it's doing too much to innovate but the combat feels great, the environments are typically Nioh/Souls along with the Ninja/Samurai-esque looking enemies. One area where they're trying something different is the levelling, every enemy has a level above their heads, killing a lot of enemies levels you up which you then need to lock in at a bonfire (flag) or you can lose all those levels if you're defeated. Throughout the entire demo I got up to Level 10 then got my arse handed to me by some Tiger-thing and went down to Level 6 which I then need to build up again to face it again whenever I get round to it. Very impressive though technically, and a whole ton of fun, doesn't do too much to innovate in the already crowded Souls-like genre but this is one of the best I've played (as was Nioh).
  24. There's a famous saying 'never meet your heroes', which I was incredibly aware of and worried about going in to this. For how much I absolutely love the OG TLOU I have never once replayed it (I don't usually replay games as you all may know) so whilst I was excited to go back to one of my favourite games of all time I was also a bit apprehensive at what I'd find once I got back into that world. Thankfully, what I've encountered going back in and playing through it again has made me appreciate it all the more. It's kind of a strange juxtaposition though, a game that looks so current-gen and astounds you pretty much at every turn coupled with a game that is structurally made in the last throngs of the PS3 generation of systems. Back when I played it in 2013 I absolutely adored the combat, I tended to agree back then that Uncharted's gunplay was one of its downfalls but throughout TLOU I never had that issue and always loved the tense stealth gameplay during the clicker/runner sections and the somewhat Uncharted-esque segments where human foes are involved. All tied together in this gritty semi-realistic way, making you craft things out of bandages, scissors, alcohol, cloth and other rudimentary materials you find dotted about the many derelict abandoned buildings you come across. So needless to say, the way it plays doesn't 100% hold up in 2022 which is a shame, TLOUPII just blows it out the water in that regard and ruins this somewhat as a result. That level of experimentation, problem solving and mobility to the combat segments in particular are just missing in this and after awhile you go into a pattern - particularly in the stealth segments - of carefully sneaking up to each enemy, strangling them all to clear out the room then moving onto the next room and sometimes doing the same thing again. I will say it does vary up the stealth segments with the human segments and the set pieces very well so you never get too much of one at the same time, but even so at the point I'm into the game now (just entered Fall) at 12 hours in the way it plays is a little more stale than I remember it ever being in the original. As for improvements, the animations are much improved along with the enemy AI who now flank like hawks (?) even on the 'moderate' difficulty I'm playing on, gunplay also feels tighter but because of my memory I can't notice too many differences from the original in terms of the combat and stealth segments. I'm still absolutely besotted with it though, the story is as incredible as I remember it being, there's little nods in there to things that I don't ever remember being in there like a moment quite early into the game where Tess tells Joel to move on when Ellie enquires about Joel's past, likewise there's a poster in Pittsburgh of a Twilight-like romcom, Joel comments that it's the last film he saw before the Pandemic and Ellie says something like 'why would you go to that, it's for people my age' and Joel deflects the question and they both move on, with you, the player fully knowing why. It's still incredibly moving and I've cried twice so far with more heart-breaking moments to come. I never noticed it before but you can see Joel get more and more attached to Ellie as the game goes on, he has his guard up at the beginning and doesn't want to open up but the more time they spend together the more fond of her he gets which you can tell by some of his replies to certain things she says. Should go without saying really but graphically it’s a real showpiece for the system. I think the lighting and reflections are perhaps the most impressive aspects but the level of facial detail in the characters along with the crazy detailed new textures in buildings, materials and everything else on your adventures. I can't tell you how happy (maybe that's the wrong word? lol) it makes me feel to play this game again, like slipping into your favourite pair of old worn slippers first thing on a Winters day, it's just cosy. Going back to something you've got such vivid, fond memories of and it being every bit of the game you can remember and then some (well, mostly) is just such a nice feeling to have. I'm quite lucky too that my memory is so bad that I've forgotten vast swathes of the game, whole areas of Boston and Pittsburgh I'd completely forgotten, the whole opening chapter with Tess I hardly remembered at all either. So yeah, sometimes it's great to meet your heroes and hang out with them again. Pics:
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