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  1. Originally a PS3 game with a PS4 version, Ishin has now been remade as a PS4 and PS5 (and Xbox) game, and you do get the sense it's probably the final game we'll get that feels like 'old' Yakuza. It's hard to place what exactly makes it feel like an older take on the game, possibly the movement, it's a bit haphazard, I can't see a lock-on, it's not as refined and flowing as it could be. It's the difference between playing Kiwami 1 and Yakuza 6. It also feels less mental with its missions, but I don't know how many of them are just lifted from the original game. In terms of the story, it's not quite a retelling of the first Yakuza game, but it's pretty close. Not-Kiryu (the cast is made up of renamed characters from past games) comes back to town after time away, ends up having to avenge a paternal figure, after being blamed for a crime he didn't commit. From there it does become its own tale, with enough to it that it doesn't feel like a 2nd-rate spin off Again, I don't know if this was in the original, but it has its own take on 0's switchable different fighting styles. There's the standard Yakuza brawling, plus the swordplay you'd expect playing as a samurai. Less expected is that you are also carrying a gun and can just blast away at people (I suppose this will have followed Dead Souls originally), and a style that combines sword combat with your firearm, which leaves you defensively vulnerable, but it's the most fun to control and the most flowing style (Sword has been my do to). I've been using fewer Heat actions, they seem to have been downplayed this time, and access to them is more part of the skill tree As you use a style you'll level up, unlocking specific and general orbs that unlock the next skill in the various combat styles. There's gear with stat boosts, and some with perks attached. I've got a sword that recovers a very small amount of help every time it causes damage, which is great, but the headband I've got with the most defence points blocks me from earning heat, which means it can go in the bin as far as I'm concerned I'm enjoying it more than I expected, I thought I was a bit Yakuza's out, I never finished Kiwami 2, I never finished Judgement, and haven't touched the games that came after. But this feeling a bit archaic has helped it I think
  2. Played through some of the opening hours of this last night. My understanding watching previews was that this is an open world immersive sim, but you wouldn't really know that from the opening. It's an incredibly rail-roaded section of gameplay which really feels like a throwback to 360 gaming, which I don't entirely mean as a compliment cause it's an era of gaming I don't quite enjoy (overly long set pieces showing off HD tech being one of those things I don't love). There's some interesting stuff here mechanically however, or at least it appears like it will become interesting. It's tribute act includes Bioshock (and maybe Prey). Instead of neuromods or plasmids it's this polymer stuff that is the newest thingy you stick in your hands and eyeballs to do magic. Starting off I got a zap power, and a power which covers stuff in a sort of grey paste looking gel which also conducts electricity by the looks of things (the one power interaction I've discovered so far). There's a big focus on melee combat, sort of like Condemned, with a kind of spacing element to its gameplay which is hard to figure out cause it's hard to know how much distance is safe or not or how much reach you have. It's a very clunky onboarding, with some atrocious voice acting in the English dub that actually had me muting sections until I found out you could change it to russian (the subs are a bit small, unfortunately). To be honest, based on these initial hours I think the whole thing feels a bit shonky and unoriginal, but these games don't come together mechanically until you've unlocked some powers and they take the reins off and let you feel more independent and brainy, which I hope will still happen in this once it finally opens up. This screenshot made me lol, big ass mission text that never disappears saying 'where the fuck am i, find door handle', waypoints everywhere and huge weapon taking up the screen. Yup, a 360 era game lol. You can't holster weapons or customise the huds. These seem like nitpicks but the UI could do with being more customisable cause it gets in the way of immersion in this immersive sim, imo. There's also no FOV adjustment, which can be a bit motion sickness inducing in a FPS with a melee focus, tho I fixed that with flawless widescreen. Highly recommend doing the same if you can, or having a hardy stomach The game is visually decent, however there's no ray tracing at all which is strange as this was I think the first game Nvidia ever demonstrated with RT on their RTX 2000 cards. The poster boy for the tech. Well, at least it runs extremely well, no stuttering and it has a precompile shader cache, something which seems to be catching on now between this and Dead Space (this is just 30 minutes into the game, but I'll spoiler it) it not only rips of Bioshock, it also rips off Harry Potter!
  3. regemond

    The Pedestrian

    I'm starting to think all the best titles on Game Pass are the little indie darlings. I've smashed Boyfriend Dungeon. Enjoyed Raji's full game a hell of a lot more than the demo. I absolutely adored The Gunk, and Dodgeball Academia. And now I've played this clever little head-scratcher. Meanwhile, I'm constantly ignoring the blockbusters that hit the service, because fuck it. They can get played another time. Anyway, I've started talking about The Pedestrian on a tangent, and I kinda feel like that's how the game has to be played, too. Your goal is to navigate an incredibly linear world as the stick man (or woman) from public toilet signs. You do this by working your way from room to room, solving puzzles, and all that good stuff that makes a simple game loads of fun. It would all be a bit boring if the concept just involved you jumping about in a world with worse graphics than Super Mario Land, though, which is where this game's USP comes into play. Each area you navigate is set on a road sign-style panel, and might have different doors or ladders to get you into the next area. These panels aren't always connected though. Sometimes you'll need to hit Y (or triangle) to zoom out and see all the current panels you have to work with. You'll then be able to make connections from door to door, or ladder to ladder. You might even need to move the panels themselves to create a line of sight between each exit. Moving panels won't break a connection, but adjusting where connections happen will. Basically, if at any point you break said connections, the entire puzzle you're on at the moment resets, and your progress starts all over again. It's not just about creating a route from area to area, although that's a big part of it. You also have to make the environment work for you. Every now and again you'll encounter a hub level which requires different elements before you can escape. These are acquired by hopping into those tangents that I mentioned earlier. Say you need a key. You might need to head through the bottom left-hand door, which will take you to a series of puzzles, eventually letting you bring a key back to the main room. You might then need a wire, or a battery pack, or even something as simple as a box to hop up onto a ledge that's just out of reach. Once you've solved all the tangents for each hub, you can then move on. You know how in some games they use the same idea over and over again, and it can become exceptionally boring? Well The Pedestrian doesn't suffer that fate. Its physics, mechanics, and even the nature of the puzzles themselves have been sanded down and polished to this outstanding finish where nothing feels out of place. Can't solve a puzzle? That's on you. That ledge too high? You need something to help you get there. Go find it. The very fact that I sat down and finished this in three goes says it all for me. I loved everything it did. It's so, so much fun, and something that literally wouldn't work in any other type of medium. Achievements are very generous, too. I got 1000 points without trying.
  4. I played a good chunk of this the last two days, and now the clock on it says 9 hours. Enough to give early impressions. It's a mixed bag, and I'm not going to get into the technical problems cause there's a lot out there on that already. Just to say that 8GB VRAM cards are going to have problems, and so will PS5. Pick your poison (or don't), but it's genuinely a shocking product that Luminous have put out, especially given the generally high quality of FFXV (technically speaking, the game itself wasn't something I was into). Something went wrong in the production process here, maybe this is one of those games which just could not adapt to development during the pandemic. That said, there are some neat things which aren't being spoken about much in the 'discourse' around this title. I probably already got into it on the demo thread I made, but it's a free-flowing parkour battle mage combat system. I think it's really cool, and is the reason I bought the game in spite of all the issues and high price. You have a sort of stamina system, little pips above the health bar. They let you parkour and are also used to defend you from massive damage. When you parkour, you can do other contextual actions like attack and such. You chain parkour, support abilities and attack spells together. I think it's neat anyway It's just you have to grind through some really mundane stuff to even get to see what good the game has to offer. The opening few hours limits you to these rock powers for maybe 6 hours or so, and that was me sort of beelining my way to the first boss to get the melee abilities unlocked. Meanwhile the presentation is very cheap. Badly animated cutscenes, stilted animations and awkward fade-to-black transitions. It reminds me of the main story questline in FFXIV, in terms of all of the above (also funnily enough built on a fork of luminous engine I think). It feels sort of like an Assassin's Creed 1 type of game, where there are parts here which could be built into a great game but are thrown together in either a lazy or rushed way, and the overall feel is a bit meh. That said from what I've seen and heard the game only improves as more abilities unlock, and if you just want to fly around the place killing things with fancy magic the game seems to serve that battle mage fantasy very well.
  5. Craymen Edge

    Tinykin

    Tinykin is a 3D platformer collect-em-up, reminiscent of something from the N64/PS1 era (but a smoother, more modern experience, naturally). You travel around the levels amassing a bunch of different coloured pikmin-like critters which have different abilities, solve some very light puzzles to complete a bunch of tasks to earn an object and open the way to the next level. It's cute and plays well, it just keeps you going without putting obstacles in the way of your enjoyment. It's nothing earth-shattering, just a simple fun game. I played it on game pass, starting on Thursday night, and completing it the next evening. It felt like time well spent.
  6. I guess I'll try and kick off a thread for this. I got this yesterday and played through most of the Berlin mission. I'm basically at the end of it but trying to hold off on progressing too fast and want to savour things a bit. These games are so good at designing levels which are rewarding to explore, I always enjoy the feeling of taking a really long time to work my way to a specific area and then finding a really inconspiocus short cut I could have taken, the multibranched progression through each stage and the way it twists and winds into itself makes it fun to literally just walk around looking at shit. Even while not necessarily making much progress on your targets. I play with almost all the HUD elements turn off except the one which lets me see targets are red guys. Not to make the game obtuse or difficult but to get more of the pleasure of just wandering around looking for ways in, or eavesdropping convos. You do sort of need the instinct vision tho as some targets are not very obvious to look at, especially in Berlin I'm not playing Hitman for the story so I was happy to jump right into the first mission that interested me, I tried a bit of Dubai but it looks more like an introductory mission with some story handholding. Not that that's bad, they do it in the other games too. Berlin is very classic Hitman tho. It even has a flavour of Hitman Absolution to it with the way it sets things up, but I think it's better than Absolution The premise of it is Older Hitman games have played with this concept a bit (Silent Assassin, Blood Money) but it takes center stage here It's quite a pretty game, it doesn't look hugely different to the last two but they made some lighting adjustments like screen space reflections. Not ray tracing, but I don't think it really needs it. The older levels get updated with it as well. I posted some screens in the screenshot thread but they came out a little too dark and don't get the visuals across very well. I imagine it looks great on Series X/PS5. There's also some great line reads in this. I'll probably just dip into levels from all three games now that they're all on the one package and 60GB. I still have to do Japan in 1 and every mission in 2. For now I'll stick with the new stuff.
  7. Forspoken demo, put a few hours into it and beat the boss on normal mode. It has some neat ideas, and I think it is sorta like an air dashy Dragon's Dogma. However the luminous engine (FFXV engine) is still such a dog when it comes to combat. Or maybe not the engine, whatever framework it is the FFXV people build their combat off. My big problem with it and also XV is the way melee attacks are contextual based off proximity and your character sort of magnetises to enemies. The automatic feel is still just absolutely terrible. On the other hand, Forspoken has a really cool magic system which has some interesting layers to it. Here's the boss I beat up. Here I slogged for an eternity killing these dumb gators. The visuals of this game are not well suited for a game like this. The particle effects make it very noisy to look at. The resolution is not high enough and the framerate is not high enough. This kind of game needs 4k 60 native, it has this weird reconstruction stuff going on that doesn't work well with the particles maybe. It just doesn't run well enough in this build for the combat to feel good. Hopefully at release it is better. That said, I'm still interested in this game. Even if it ends up a 6/10 on release it's rare you get open world games with varied combat. Especially magic combat, which is usually just about keeping away. When you chain the spells together and mix in the range attacks and distance closers it can be pretty cool looking edit I played some more later, I actually had a really good time this time. I'm more confident in the game now, maybe it can be a 6.5 lol I think the general idea in combat is your r2 spam melee moves are your main damage moves, and your cooldowns set up safe opportunities to spam them. Other than that you need to hang back a bit and spam the 'gun' attack. The radial wheel is not very clean to use, I wish they had a better shortcut mapping system. But I think it works well enough, especially if you set it to pause on opening the wheel and play it like FFVII Remake's wait mode a bit
  8. Have spent around 7 hours with it or so, just mashing around in neutral. The game looks beautiful. I prefer its look to strive, even tho I like the 2d look of that I much prefer the clean look of this, where everything is more readable. Right now you're thrown into a very mixed pool of skill levels, tho there is a generally high enough level of cluelessness and the new mechanics are so powerful that you can sort of get by. I don't know what cancels into anything so I'm just really mashing out opportunities to knock somedown and hit them with fake-ass meaties. Did a 5 match set with some random luke and it was 3-2 to him. had a one and done with a juri just now, she won, but I'm happy I converted drive impact into super at around 15:00. That's my gamer goal achieved for now, who cares that I got bodied :x Then I played Mr Hadouken, the reason I got so bothered by the fireballs is i forgot which of Kimberly's kicks low profiles the fireballs, it's forward down medium kick I think. Also I kept trying to do it on frame disadvantage, anyway put a stop to that shit Drive impact seems.. well impactful. It's a very high committal move with lots of startup and recovery which armours through your opponent's offense (you take some damage but it takes multihits to knock you out of it, or a grab). I imagine at mid to higher levels it introduces a more dangerous kind of RPS into pressure and neutral interactions. It's one of those things where it's hard to know how people will feel about it until the meta settles after the game's release. Right now it's one of those mechanics which I'm just giving the benefit of the doubt to, that when the full game is understood it won't feel so caveman-like. Your ex gauge or whatever it is called is used to control your access to your ex moves (think they have a different name in this, it's when you press two buttons at once for more powerful attacks and conversions). But it also gets drained on block, so if you're very passive you get 'burnt out' or something which means other than you get dizzy and stuff and they can just wail on you. But there are also mechanics in the game to gain that meter back, only one I know of is the parry mechanic which is when you see someone sort of go all blue and smokey, don't really know how to leverage that yet though. I guess there's other things which return meter but I need to learn about it more There's also a mechanic called drive rush, it uses 3 out of your 6 bars to extend pressure and combos, similar to GG roman cancel. You can see the Juri use it, it's when she goes all green and shit (and you can see me labbing it in the training before the match). Seems like a hell of a high cost to do that though. Training mode has cool utilities to display when something is special cancellable and also where the 'links' are in move properties to link into the next normal, which is very useful as the concept and timings of links is something I'm not used to. They seem to have really good teaching tools for that kinda stuff. I'll probably spend a few more hours with it but I largely don't go too crazy with fg betas cause it's just not enough time for me to comfortably spend figuring stuff out. But getting a general sense of the system mechanics is all I really want atm anyway. I don't think I'll main Kimberly in the main game but mostly cause I want to try a more of a zoner character, and everyone in the beta is a rushdown from what I see. I think her gameplan is a combination of controlling neutral space with the canister bombs, and using same bombs to setup pressure concepts in the corner. She has a sprint move which can be cancelled to throw people off, haven't figured out how to really use it tho. She has command grab finishers to some of her stuff. Some of her stuff seems mad fake to me though, like the cross up heavy kick forward thing she has. I don't know how you make that ambiguous, tho ultimately again this is not the character I'm interested in playing just the one that appealed most in the beta. I'll probably stick with her going forward into additional betas tho, to keep up some learning momentum with how short these things are. Diaphone has some cool stuff with the character https://www.twitch.tv/videos/1614357197 Netcode is fine, rollback like Strive. Get basically the same number of frames in this as I do that. Anyone else get in?
  9. mmmark

    Far Cry 6

    Full disclosure I’ve only played 30 minutes of actual gameplay as my eyelids weighed about 500lb. I really like the style of it and opening. Once you’re set free to play you’re pleasantly set up for revenge. The next gen (playing on XSX) has proper elevated this game from past entries. It looks gorgeous but most impressive of all is the draw distance, amount of vegetation and that it is all crisp and clear to boot. Gameplay is how you’d expect from a far cry, or any half decent fps really. The machete is nice and lethal for stealth plays. I’ll be making good use of that. It was real fun to have my own personal alligator run alongside me. I look forward to diving back in.
  10. So, the first game was a very enjoyable car-crash. They’ve skipped straight to 3, because why not. And this is legitimately one of the funniest games I’ve played this year. It starts by ripping off the intro to Skyrim (and openly admits as such). Then you’re set loose into the world, to cause total carnage. If you played the original, you’ll know what you’re in for. If not….Jesus, where do I start? You’re a goat. You can lick things and drag them around. You can headbutt stuff. That’s pretty much it. The rag doll physics are proper funny. Head butting an explosive barrel, causing people to go flying is a riot. You can catch on fire/electricity, and spread that through a crowd. There’s various tasks to do, which gift you in game currency. Which you then use to unlock add-ons to customise your goat. Currently I’m rocking a molten lava skin, with 4 paint cans stuck on my feet, and tennis balls on my horns. Most of the add-ons are cosmetic only , but some have powers you can trigger at will. My personal favourite is a firework launcher. Which when fired at cars/ people, causes them to go rocketing into the air at 90mph, ragdolling furiously. That’s had me cry-laughing repeatedly. As you run around the open world, you’ll encounter random missions you can do. Which reward you with more cash, and usually a cosmetic. There’s already been several Easter eggs relating to other games/franchises. So again, many laughs to be had. Oh, and it’s 4 player online co-op as well. Not tried that yet, but I imagine it’ll be utter carnage. So, yeah. This has been bloody hilarious thus far.
  11. I’ve played about 3 hours or more of the campaign which I believe is about half way. It’s alright but it’s like a ‘best of’ of the series. Think of it as a Now That’s What I Call CoD! Track listing includes: A swimming bit. A sniper bit. A gunner in the skies bit. All the hits dating back many years. The story and overall attitude of the game is awful I’ll say that. Dude bros with guns. No one is likeable or too much different for anyone else. The game is very linear as to how you can tackle each short segment. Be a few metres away from where it wants to be and you’re killed. I look forward to multi once the campaign is done with.
  12. Well this pretty much came out of nowhere. Like, I didn’t even realise it was out. I remember it being announced, but not much after that. The original Tales game was one of the best things Telltale came out with (Walking Dead peaked after their first season, and by the end was crap). I’m not an expert of the franchise, I’ve only finished 1 and 2, and some of the DLC. But that didn’t stop me from having a great time with Tales. So, now we have the sequel. Though it’s “episodic”, it plays out as one big game, giving you a break between episodes. I’ve just finished Episode 1. And so far, it’s off to a good start. The dialogue has been amusing enough. The story, which switches between 3 playable characters, seems solid enough. There’s zero puzzles, so you’re mostly down to making dialogue choices, and occasionally wandering around the area to trigger the next set piece. There’s a fair few Quick Time Events, but they’re easy enough. One review said that the hacking mini game is laughably easy. It is indeed, and makes you wonder what the point of them even is. It warns you “failure has repercussions”. But honestly, you’d have to put your controller on the floor, to fail them. The IGN review said the final episode is a train wreck, and almost ruins the game completely. We will see how that plays out. But so far, yeah, this seems decent enough.
  13. Looked for a “played” page for this, but didn’t see one. So here goes. I just completed the main story for this, and really enjoyed it. The Yakuza series has always been my favourite, with its excellent combat, and tone that goes all over the place (serious one minute, utterly insane the next). Judgment was pretty good for the most part, only really spoiled by the clunky stealth sections, and exceptionally tedious “tailing” missions, where you have to follow a person round for ages without being spotted. I’ll always remember one part of that game, where you have to tail someone for what feels like 5 minutes at least. Only for it to then immediately follow that up with another, equally long one. Fucking tedious pretty much summed that part up. Thankfully, that’s been stripped back quite a bit for Lost Judgment. There’s not much tailing, and even less stealth, which remains awful. Though they’ve put in a few platforming/climbing sections, which are a bit shite. In as much if you fall, you have to repeat an entire section. Combat wise, I much prefer it to the RPG style of Like A Dragon. I am going to give that another shot on PS5 at some point, but the unfair difficulty spikes really ruined that game for me. It’s more of a serious game than Yakuza, by that I mean there’s not really any zany side missions. Yakuza chucks things from adult baby clubs, to god knows what else. In comparison, things are a bit more serious in LJ. Though with a story involving bullying, suicide and murder, it’s probably to be expected. There’s an entirely seperate section where Yagumi investigates various different clubs in the local school. I’ve done some of them, but a lot are locked out to me, and I’m not entirely sure why. It says i need to raise my Appeal. How do I do that? Not a bloody clue. Google to the rescue, then. I’ve got the “Kaito Files” DLC to play next, then I’ll have a crack at some of the other side missions. I’ve already sank 20+ hours into it, and though it’s not on the same level as Yakuza, it’s still a lot of fun. I gather that because of some issue with the Japanese voice actor for Yagumi, there won’t be any more Judgement games. Which is a shame if so, as it’s always a joy to piss about in Kamurocho.
  14. radiofloyd

    Toem

    I’m about an hour into this on Switch. It has the same kind of relaxing vibe as A Short Hike, although I would not say it’s as good as that game, so far. The art style reminds me of Hidden Folks. The game is literally just you running around taking pictures for people. It’s very pleasant, although for Eurogamer to call this “essential” is stretching the meaning of essential…
  15. Maryokutai

    Steelrising

    I don’t really contribute much these days but I’d like to make an exception for this for one reason or another. Steelrising was developed by French studio Spiders, which you may or may not have heard of before. They’ve done a lot of B-Tier RPGs that showed some promise but it was always blatantly obvious that they were hamstrung by budgetary limitations and on tight schedules. Greedfall was their first foray into the big league. It wasn’t perfect, but in the void that appeared in a post BioWare era it was the next best thing. Steelrising, despite the quick turnaround (IIRC announced in 2020) seems to continue with the upwards trend and is a game that IMO can very comfortably sit next to the games that inspired it. Namely Souls. Personally, I can’t draw a lot of comparisons between the pioneer and the copycat as I only ever played Demon’s Souls (the original) so I’ll have to judge Steelrising as a game and not a Soulslike. The setup is that you’re playing as an automaton during the height of the French revolution in a “slightly” altered setting that sees Louis XVI use mechanical soldiers to suppress the revolutionaries. In good old Assassin’s Creed fashion, you, of course, come across every important player from that era and unlike Souls the story isn’t told cryptically throughout the environment but actively via dialogue and cutscenes. It does take some liberties though – Vaucanson for example, who in reality didn’t live to see the Revolution, is an important part of the backstory as engineer/inventor. While you’re guided through the rampaged city of Paris by these French noblemen you’re facing off against automatons that are left patrolling the areas. With high damage output on their side (not so much on yours), and an endurance meter (cleverly described as an overheating-limiter so that it makes sense) combat rewards patience above all, but how you approach it varies greatly depending on the weapon equipped. Because actions such as blocks or parries aren’t tied to your basic moveset but linked to your weapon. You can only block and not parry with a halberd and while the chainball doesn’t give you any defensive maneouvers at all, it makes up for it with its range and the ability to channel elemental energy through it and inflict debuffs (frost, fire or electric effects that are extremely powerful but are tied to a limited resource, think ammunition). There’s also a levelling system with different attributes and you can equip mods and strengthen weapons, the whole deal. Leveldesign is relatively classic by which I mean that you fight forwards and forwards and will occasional come across a door you can unlock for a shortcut. Checkpoints work like they do in Souls, as in they refill your health potions but also respawn defeated enemies. I don’t want to spoil anything but in a sort-of Metroid kind of way certain bosses unlock movement upgrades for Aegis (your character), which give her access to previously unreachable areas. It has a really good flow and even if you only get the chance to play for 40 minutes you can usually make solid progress. The reason for that it is that yes, it’s not that difficult. I’ve died here and there (one boss really kicked my ass) but if you find a weapon with good range and make clever use of the elemental attacks, this isn’t nowhere as punishing as I remember DS being. It’s no walk in the parc, but it’s balanced in a way that forces you to pay attention but also leaves frustration out of the equation, which for me is the best balance for this kind of game. It also introduces an alternate difficulty (those French heretics) that allows you to configure certain numbers, like damage dealt and received. Haven’t tried that because I think standard is fine for everyone with a bit of controller experience. In what is an increasingly rare scenario, it also runs on Spiders proprietary engine. Greedfall already demonstrated its versatility by looking excellent on last-gen while also allowing the developers to quickly put out a quality/performance mode patch for current-gen and even though Steelrising might not look mind-blowing in any way, it features some decent art-direction (I really liked the rolling priest automaton that attacks you with a holy bible attached to a grappling hook) and runs at an almost perfect 60fps in performance mode, which I think is the way to play. I’m roughly 10 hours into the game so far and my next stop is the Palais du Luxembourg (maybe I’ll feel at home) and I think it’s excellent. Again, I can’t put it next to fan-favourites like DS2 or Bloodborne because I haven’t played those, but as a standalone experience, I really enjoy the combat, the flow of the gameplay, the setting. Oddly, despite being developed in France and being set in the same country, there’s no French audio. I actually wanted to play it like that for authenticity reasons, but the short exclamations (Mon Dieu!) are usually pronounced correctly, so they at least picked some fitting voice talent. So, yeah, I’d recommend it. It’s flying under the radar quite a bit which is a shame, because like I said this is the game that should, and maybe still manages to, put Spiders on the map as one to watch.
  16. radiofloyd

    Elden Ring

    Played an hour, on PC. The game defaulted to High graphical settings, so I left it at that. I chose the Vagabond class. So far, so Dark Souls. Looking forward to losing my life to this game. The opening cinematic is very cool. One of my Steam friends has already played this for 8 hours.:.
  17. I'm pretty sure the venn diagram of this forum and this particular game is just two completely separate circles situated three miles from one another. However, I'm nothing if not weird in my game choices, so let's talk about it anyway. This is Animal Crossing meets Kingdom Hearts as far as I'm concerned. The Magic Kingdom has been taken over by a weird darkness (which also has the side effect of making famous Disney characters lose their memories), and it's up to you to cast out the darkness, visit different characters and restore Disney to its former glory. You do this by completing various tasks , whether that's finding Goofy's fishing rod, setting up Scrooge McDuck's store signs (more on him in a minute) or simply by planting and harvesting different crops. So. Mr McDuck. The Scottish, money-swimming capitalist. He's Tom Nook. Buying/upgrading stores or buying clothes and decorations all goes through him. And his prices are just as disgraceful as Animal Crossing's awful banker. I've paid him to make a little store for Goofy (and subsequently upgrade said store). I've paid him to build his own store, and then spent MORE money in there. And it seems he exists solely to leech from my wallet. At least he's true to character, I suppose. It seems to have a lot more focus than AC right now. While I've never played it, my understanding of AC is that you don't really have a specific goal list where you can change your tasks and set new ones. This has an actual focussed goal list. And while that might mean the end game could end up a bit pointless, Disney have almost a century's worth of content to draw from, so they should have no trouble keeping it interesting. The music is just so. Fucking. Charming. From symphonic takes on Let It Go and How Far I'll Go to the simple When You Wish Upon A Star, there's an awesome little tracklist that rotates, and it gives the game this unique personality that's incredibly sedate. Graphics are... functional. They do the job, but they definitely aren't made to impress. There's tons of character, though. Especially in the Disney character models. My biggest negative, and something that keeps niggling is that the controls feel really loose. It's almost as though your avatar is on a slight delay whenever you press buttons. There's no combat and nothing that needs a huge amount of reaction time, but it's just a little distracting when it looks and feels like you're floating slightly above the floor, rather than actually walking on it. After doing my first batch of goals, I've chosen to go to the Moana-themed level. I've stopped it there, because I started last night when Oscar was in bed and I want him to see it, but it's seemed to worm into my brain already, and I definitely want to see more of what it has to offer.
  18. Played the first 3 hours earlier. I like it so far but it barely feels like I’m out the tutorial really so very early days. A lot of mechanics are being introduced still and it feels like the reigns haven’t been let go of yet so I’m not free to fully explore the world yet. First things first. There’s a lot of cutscenes. Almost all of them during the Prologue are ones we’ve seen from past trailers so in some ways we’ve all seen the opening hour but without the context you’ll get in the game. After that you’ll start to see some new stuff but at this early stage most of it is just introducing you to characters and locales with not an awful lot going on in terms of plot or anything. I’m not sure I need to go into a deep dive over the way the game plays as we’ve seen the gameplay trailers in the past. If you’ve seen those clips with Sam delivering packages that’s pretty much all I’ve done so far, the tone has definitely been on the serious side - thus far at least - with the piss grenades and Kojima wackiness completely missing during the opening stages of what I’ve played at least. The way it feels to pilot Sam though is probably what has surprised me the most, I read someone else somewhere compare piloting him to driving a car in GTA or something which had me a little bit worried because I assumed he’d control like a tank but instead he controls like a Sports Car if anything. He is incredibly nimble and controls very intuitively which I was shocked about, the walking speed is a light jog as well which means you get places really quickly. Holding L2 and R2 in will enable you to keep your balance much better and it’s a godsend when you’re carrying something heavy or traversing mountains as it will stop you flailing from left to right wildly. The way you load and unload packages feels very intuitive as well and it’s somewhat novel in letting you pick it up and then rearrange it on your person, it feels very tactile. I’ve made 3 deliveries in total in my time with the game so far. It seems fun enough to me to simply get lost in the world and walk about eventually getting to your delivery point but as mentioned previously I haven’t been fully let off the reigns so far so have only been able to explore very linear corridors which have been funnelling me to the next exposition point. I have met the ‘BT’s’ once so far and the whole experience completely weirded me out. I fucked it up first time around and was flailing wildly not knowing what to do before being chased by some kind of monster thing so I reloaded and gave it another go. The atmosphere in those moments is so damn tense creeping around them whilst crouching and holding your breath, the BT’s themselves give me the creeps, they’ve got such fantastic sound design. It probably goes without saying but the visuals are absolutely phenomenal as well. They world design has a really unique art design to it, I don’t really know what I can compare it to really other than possibly Nier Automata maybe? It just has this washed out melancholic but vivid quality to it that I’ve not really seen much elsewhere. If you like somber indie tunes you’ve come to the right place as well, in particular moments the music will swell and the camera zoom out to give you a sense of place whilst adventuring along. Kojima has a great music taste. As far as negatives go, so far the writing has been a little ropey in places and I couldn’t help but laugh when Kojima’s name comes up under every casting title during the credits as well. So yeah, so far so good really but it’s still very early days. I’ve been pleasantly surprised with it this far but am eager for the leash to be loosened so I can fully explore the world.
  19. Ok, so this is awesome. i grew up with the Turtles in the ‘90s. Spent a small fortune on the arcade games. Loved Turtles In Time, which was the second SNES game I ever played. Scrolling beat em ups remain my favourite genre. So I was always going to be all over this. Thankfully, it was totally worth the wait. It looks fantastic, you can tell a lot of love has gone into this. The combat is satisfying, with each character having slightly different moves. If you play through Story mode, you gradually unlock more stuff, such as extra health and lives, and abilities. Each level has 3 challenges, ranging from do-able (kill 3 enemies with a specific move), to “not bloody likely” (don’t get hit once). There’s secrets to find, which help to level up a bit faster. The soundtrack is pretty catchy, and I love that the voice cast for the original series is more or less present and correct. I’ve played a few online sessions, and the net code seems pretty stable, even with 6 players, though that can be a bit chaotic. Fairly easy to get into an online game as well, which is good. Trophy wise, most of them are alright, though there’s a few pretty tough ones. Not sure I’ll manage the Platinum. But I’ll definitely have a fair few online sessions. It’s been scoring pretty high with reviews. And it’s totally justifiable, as it’s so much fun to play.
  20. Whiskey_chaser

    Returnal

    So, after a bit of a nightmare getting this to work (I can't download the day one patch for some reason) i've managed to get a good couple of hours in on this. First impressions, it looks, sounds and controls amazingly. It's a dark game but the colours really pop and there seems to be a barrage of particle effects on the go at all times. It uses the dualsense well, with rain causing gentle vibrations on the haptic feedback and the L2 trigger having two states, half way for normal fire, all the way for alt fire. Weapons seem pretty varied as well with plenty of stats to boost. The game's pretty ambiguous in telling you what things do so i've picked up various perks with no real idea how they affect the gameplay, though there's a lot to take in on the first run so hopefully this will become clearer. Fought (and died) against the first boss who seemed a bit of a bastard. Got his/her/it's health down to zero only to be met by the dreaded second health bar and a new range of attacks. Knocked that down and got rewarded with another health bar to deal with. Guessing that this will be a little more forgiving when I've worked out the nuances of the perks/upgrades. In terms of the game world, the atmosphere is great. Think H.R Giger designing a metroid level and you're pretty much there. So yeah, early days but it's fun and the story seems intriguing. Looking forward to playing some more.
  21. edited the title cause no need for two threads for two weird Russian games hardly anyone will play I started this. I don't expect this to be a popular thread, but it's a game I've wanted to try for a long time. Premise is hard to explain cause it just throws you in and your character knows more about the world than you do. Basically there is a plague, and there is a mystery. After a long prologue you're in a town and you have to solve the mystery of what's going on, I think, while also not dying. You've got health and thirst and hunger and a lot of other survival mechanics to manage. You have a sort of notoriety mechanic which affects your influence with people in the town. It's basically some sort of hardcore immersive sim Shenmue thing except if you are not in the right place at a certain time you will permanently miss out on certain stuff. So far I've spent most of my time trying to find the one friendly person in the town who doesn't hate me while rummaging through bins for a few stale peanuts so I don't pass out. Parts of it remind me of what BloodBorne, story wise. It's very weird and unforgiving. Kind of a bit of a David Lynch fever dream at parts. Anyway this game is free on game pass so there's no harm in trying even if you hate it. Game seems really hard, like you're destined to just fail the first playthrough.
  22. This ain't Banjo... It's been a long, long time since I played an N64 game. There are certain things you forget, that are distinct to that console. "Jank" I believe is the modern term. I don't remember the platforming being as weird as it is here? Perhaps because I was used to how the platform worked regarding 3D jump mechanics at the time. Fast forward to now and it is jarring to say the least. Jumping is precise and quite unforgiving. Ironically, you cast no shadow to judge if you will land on the platform you are aiming for. There was an infuriating little jump early on, along the way to acquiring the Asson that brought out a little frustration. Later exemplified in areas involving death traps and (early game) one-hit KO lava. You have a dodge mechanic. But it doesn't work as smoothly as you might expect, coming into this from the perspective of modern From Soft titles etc The remaster gives us camera control with the second stick. It is both an improvement and not. Nowhere is this better demonstrated than in the swimming mechanics. The first time I swam in this game. I tapped the action button, as standard and promptly drowned when I couldn't right myself. Later, I discovered the problem and it's solution. You don't use the action button to swim... You use both sticks. Forward on the left stick to move and steer with the right stick. If it sounds like tank controls, it basically is. But being in the water, it does become intuitive quicker. Ultimately my first session went on for about an hour and a half. Collecting four Dark Souls. The second weapon in the Asson and 66 Cadeaux. Quite intrigued to continue at this point.
  23. Maryokutai

    Chorus

    I thought this was intriguing since its initial reveal (back when we all thought it was called Chorvs) so I picked it up recently and played through most of it during my holiday break. I'm one and a half steps away from finishing it, so this might be as good a time as any to make a topic about it. Haven't seen anyone mention it here so it'll probably be a dead topic, but I absolutely love the game and feel like I owe it to the developers to at least put something about it on the web. I'm not too experienced with this whole space opera genre and I think the last somewhat comparable game I played was Strike Suit Zero. But this genuinely feels like a bold new step for these kind of games. It's not a linear, mission-driven game, which is what I expected, but it's designed like an RPG almost. You visit a certain amount of areas that function as hubs for main and sidequests, three of them medium-sized, the rest a bit smaller. Because space is large and dark exploration is very streamlined: a button press reveals items and money pickups scattered across the world and holding the button unlocks points of interests on your map, i.e. the aforementioned sidequests, for example. Completing those usually rewards you with new weapons and equipment, hence why I say this very much feels like an RPG. But just like the size of its world, the stuff you find doesn't overwhelm you. I completed every sidequests I came across and still only have six different laser weapons, for example. Rather, everything you have fulfills a certain function, so mix-and matching for the best combination is key here. While it does seem like putting on extra hull energy is a good thing, getting hit in Chorus usually means you already made a mistake. So I went to max out my energy meter and recovery instead, to be able to use more special moves. And it's here where you can see just how forward-thinking this game is designed. Usually dogfighting games are 50% shooting at enemies and 50% turning your ship/plane around to find an enemy to shoot. Chorus just gives you all the power you need to reduce that downtime to almost zero and it's just wonderfully executed. Those special moves I mentioned (called Rites in the game) are the key here, particularly the first two: one allows you to instantly teleport behind and enemy in your line of sight to flank them but the most important tool is the so-called Drift. By holding a button, you can freely turn around your ship in any direction while maintaining your current trajectory. So instead of flying straight at a stationary target to destroy a turret and then rinse and repeat until all of them are gone, you can just plot a course alongside them, drift at 90° and shoot them all in one fell swoop. And that's just the tip of the iceberg. I'll put a poorly played little clip at the end of this post just to show it off, but the feature is so flexible it's really the one thing that turned this game from a very good game into an excellent one. Story-wise it's a modern take on the Dancing with the Wolves formula, but the lore is rather interesting and the two main characters - the pilot, who has a special gift (lore explanation for the usage of her "Rites") and her sentient ship. The ship in particular is really well realised, floating somewhat between the robotic AI of something like HAL and the basically human-like portrayal of the concept in Cortana. It's a very unorthodox pairing but really well realised. I particularly enjoyed how both characters responded to stuff happening during the action scenes, with the ship being surprisingly blood-thirsty or how both of them finish each other sentences the stronger their bond grows. Definitely low-key blown away by this. The excellent gameplay, interesting lore and overall tone and atmosphere (somewhat channeling Remedy at times) just make for a superb combination. I'd probably have to nitpick to find stuff I didn't like, like dialogue being cut off way too often when random encounters spawn (should have looked into that Uncharted 4 tech) or how there can be a tad too much flying around in the beginning and towards the end (think Wind Waker, but at lightspeed) but other than that this is just great. Anyway, here's the simple drift clip to conclude: And for the record, and despite being the only one here still playing on last-gen, this runs absolutely fine on Xbox One and probably on PS4 as well. But I'll definitely go back to it when I have a new system to see just how much it improves by running at 60fps.
  24. I'm going to get straight to it. The only way I can describe this game is by saying it's Goat Simulator on coke. The goal of the game is to create enough chaos to get the police on your case. You then defeat said police and cause more destruction until you prompt the next wave of police. You also play as a deer. With a stretchy neck. Who replaces his antlers with guns. And you can end up with 15-20 guns equipped at any time. Oh and the police are sheep. Or polar bears. Or bunnies. Or bunnies driving hippos with laser attachments. There's not much to say about it besides WTF?, but if you're looking for a quick 1000G from Game Pass, this can be knocked out in an afternoon.
  25. Started this on Friday night and have put around 9 hours into it so far. For those not familiar with the first game, to play it feels like a mix between Dead Island, Mirror’s Edge and Far Cry. The zombies, looting and emphasis on crafting from DI, the first person parkour of Mirror’s Edge and a similar mission/open-world structure to Far Cry. There is a distinct day/night cycle too where stronger zombies come out at night but you earn more XP and in the day there will be more zombies inside buildings so it’s more difficult to get to loot and crafting resources. As well as this there’s a drop-in drop-out co-op mode so people can join your game at will if you so choose and you can join theirs. So it’s much the same case here although they’ve changed the day/night cycle balance a little bit (as many in the first game weren’t incentivised enough to go out at night, so many players used to skip it completely) so that it’s really difficult to access loot caches in the day (as a lot of strong zombies are there) and the rewards for venturing out in the night are far greater. On top of this, if you try to venture inside anywhere during the day (anywhere without sunlight) there is a 5 minute timer that counts down, when it reaches 0 you ‘turn’ and die. This can be topped up by taking inhibitors which allow you to explore longer in the dark depths of Villedor. This timer and the inhibitors also come into play at night when you’re not under UV light. The other big difference with this is that unlike the first game, there’s no guns. So far I like it but not quite as much as the first game. The first 5 hours or so is quite a lengthy tutorial section where you’re held by the hand, shown some new mechanics and gradually led into the city of Villedor. Once there you then have to do a few missions before you’re finally set loose in this gorgeous sprawling city. Graphically, it is absolutely superb overall but the textures can look a little muddy at times. For the first couple of hours I played on resolution mode before switching to Quality Mode to see what the Ray Tracing was like in the game. I’m glad I did as well as the RT in this is by far and away the best implementation I’ve seen so far in a current gen title, it goes far beyond the reflections seen in the likes of Miles Morales and is a full on game changer, it completely changes the look of the game and makes everything look better and more natural. Despite only running at 1080p the game looks noticeably better than the resolution mode and it’s artificial rays. Since getting let loose in the city properly I’ve been enjoying it but feel like I need to unlock a few more Parkour moves on the skill tree and some of the cooler combat abilities like the drop kick before I can really start leaping from building to building, dropkicking zombies off ledges and all that good stuff. The combat is as good as it was and feels a bit deeper than the previous game and the city this time around feels massive compared to the Istanbul-esque Harran. Villedor feels more Eastern European with some Parisian influences to me so far. I haven’t toyed with the online side of things much with it so far either, in the previous game people just used to drop into your game from time to time but with this it seems like you need to call for help before anyone will actively come in, likewise you can respond to other players’ requests for help and it’ll transport you to their game. So yeah, so far so good really. It’s a big game so I’ve barely scraped the surface to far, but I’ve enjoyed what I’ve played. Pics:
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