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Balatro. What can I say about Balatro that will do it any justice...? For the uninitiated, this presents as roguelike poker. You're dealt a hand of cards and use your card counting skills, or your natural-borne luck, to build a game-winning combination. Everything from high card draws to the fabled royal flush will score points, and it's your job to work through eight rounds of three games. I've managed to get half way through a game up to now - ante 5/8 - before crashing out horribly. Like I said, though, it presents as poker. Realistically, it takes poker to a whole new place, and this is thanks to the store between rounds. You can buy a range of bonuses to increase your chances of reaching the end. Tarot cards apply specific bonuses to individual cards from your deck (this could be anything from giving you an extra $3 if it's not used by the end of a round to a multiplier if it's played and scores). Planet cards provide bonuses to specific hands - I'm a fan of bumping up my two-pair bonus, as it's one of the most common hands I play, and it can become especially prolific for points the more you increase its level. You can get packs that add more cards to your deck, and then there are Joker cards (that's Poker with a J... Coincidence?) that give you overall bonuses. The key to the game right now seems to be the Joker Cards. A two pair hand with two 10s and two 5s can score around 50 points as a base. But add in a Joker card that adds 4 to your multiplier if you play clubs, as well as the joker that adds 30 chips if you play a 10, AND a +4 multiplier for the same numbers, and that two pair hand quickly shoots up to almost 10,000 points. Skipping some rounds is an option, and will present you with a bonus if you do so, but this comes at the cost of making more money to go into the store with. Is that card pack, which is usually $6 worth accepting, rather than playing the round and getting to $10 so you can buy a new bonus card or a couple of new Jokers? In each round of three games, there's also a 'boss' match. This will add further complications to the gameplay. Some of the ones I've encountered include all face cards being dealt face down, specific suits being debuffed (so those awesome bonuses are completely negated) and even ALL dealt cards being handed out face down. These are super tough at times, and if you hit a bad run, you're essentially screwed. I'm under no illusions that I'm not great at this game, but it has a fantastic 'one more go' quality that makes you hop in for another round. I honestly can't express how much I'm enjoying it right now. I'm determined to figure out a way to get through all 8 rounds.
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Somehow I was convinced radiofloyd played this when it came out in Japan and made a topic. I played it for about five hours over the weekend, which is roughly the length of the tutorial/prologue. Origins and VIII are the only Ys games I've played, so I'm not an expert on the matter. Chronologically this seems to take place almost at the very beginning of Adol's adventures (after 1 & 2 to be exact), but in classic fashion it's not really necessary to be aware of those other games. Characters hint at certain things early on, but it's very much self-contained otherwise. So in Nordics you end up in a very cartoonish, pop-culture version of northern Europe with Vikings Normans who have claimed the northern seas for their own. After some exposition and the game introducing major NPCs, stuff happens, magic happens, and you then sail around the archipelago with a young Norman princess, Karja, in tow. While the whole Norse/Viking theme has been a bit overdone in the west in recent years, it's nonetheless interesting and refreshing to see it through the anime/Japanese lens for a change. I'm definitely quite enjoying the setting, and Karja is a surprisingly likeable sidekick, a bit of a tsundere voiced in a very bratty tone, but with a reasonable side to her as well. I remember some people, myself included, being a bit disappointed when they announced it would only feature a party of two, but after experiencing the battle system for a bit I can see that any more would easily have overwhelmed the player. There's a couple of ways in which you can fight: the basic one is just running around as either Adol or Karja, attacking by yourself and letting the AI take over the other character. I find this relatively useful when engaging groups of smaller enemies, in a 'divide and conquer' kind of way, as the AI draws some aggro, too. While playing like that, however, you can always change to the other character by pressing a button, which happens instantly and also works mid-combo. There's not much use for that early on, but I can see maybe casting special attacks with longer durations and then immediately switching to keep the pressure on as an option when unlocked. There's a second Duo mode for combat which activates while holding the right trigger and it's here where it becomes a bit much to wrap your head around early on. In this mode, both characters are linked by a magic chain and can't move, but they can block and parry (with very forgiving timing) and attack in unison while also having access to a different set of special attacks fueled by their combined Mana pools (in a funny twist, you can also use these if one character can make up the cost with their mana bar in case the other doesn't have enough – no idea how the developers expect you to properly gauge all that mid fight while parrying and dodging). But all this is only the very baseline as the game keeps giving you tools upon tools in rather quick succession. Early on you unlock a grappling hook for traversal, but it can also be attached to enemies, you unlock launchers for air combos or a unique move activated by holding the attack button which lets Adol cast a burst of fire and Karja a pillar of ice, affecting certain elements in the area (plants, water etc.). And that's just the feature handed to you in the first 5 hours. I find it a bit overwhelming at the moment, but it's cool to see so much depth and potential – I did really liked VIII, but combat in that game mostly revolved around last-minute dodges and not much more. The other big part of the gameplay, outside the usual traversal and exploration, is naval combat, which I think is a first for the series. So far this feels like its weakest link, as the ship is rather unwieldy – but not in a physically realistic, but rather a 'that's an odd control scheme' kind of way. In the early game you have two options to attack, a long-range cannonball to slightly damage and stun ships, and a short-range barrage which does enormous amounts of damage. So you use A until you get close, use B to finish them off, rinse repeat. It does suggest a lot of upgrades to you ship which I'm hopeful will make these encounters more fun and engaging the further along you get, so I don't want to judge that aspect too harshly as of yet. It's not as immediately gripping as the ship combat in AC Black Flag for example though, just to set expectations. I'm playing it on Switch, and compared to VIII, which suffered from severe aliasing or IX with its wonky framerate (at least going by its demo), this feels like a more polished product all-around, with clean visuals and an almost rock-solid 30fps with good frame-timing. The downside of this is that a lot of objects and NPCs pop in very close to the character, which I'm not too bothered about, but not everyone is as forgiving. I suspect the PS5, or I guess even the PS4 version, to have none of these issues, but in any case there's a demo on every platform to check for yourself. As always, can't do screenshots on Switch anymore, so here's a Karja plushie:
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Oxenfree was released way back in January which I guess makes it a retro title by today's standards. I don't know about the PS4 or Xbox One but it's currently heavily discounted on Steam so now is as good a time to pick it up as any. As it turns out, I already own it. It looks like this. http://cdn.akamai.steamstatic.com/steam/apps/388880/ss_aae01eea5fc489c7fbb20c2e92440c1cf92f4e83.600x338.jpg?t=1465496144 http://cdn.akamai.steamstatic.com/steam/apps/388880/ss_75af452f6e7f6c5dc1ada4f001abcccac6c57db7.600x338.jpg?t=1465496144 I just played it for sixteen minutes so I can give you sixteen minutes worth of impressions. So far it's been a pleasant side-scrolling walk and talk simulator. Not a million miles from Life is Strange if Life is Strange was side-scrolling. The conversations so far have been kind of typical preppy American teenage stuff. At the beginning of the game the characters are heading to some kind of after dark party on an island. The main point I'd like to make is that the game has a really good electronic soundtrack. The art style has a bit of Kentucky Route Zero.
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That is '1000 times resist', according to one of the creators I think. I put this on hiatus a week or so back, but wanted to write down my thoughts on the first half anyway. I think some of us have this on our backlog It is a sort of 'walking sim' type deal set in a very Yoko Taro-coded version of the future. A mass extinction event occurred, aliens invaded and spread a virus. The game jumps back and forth through time via a sort of memory technology called 'communion'. You're playing as this character called 'Watcher' and you live in this enclosed, somewhat infantilised sisterhood where everyone's names is their role. Nobody can ever take off their mask. There's a sort of COVID allegory to some of it, but also as the name suggests there's a theme of resistance and cycles which gets into slightly more interesting real world allegories, which I'll leave out here but they're mentioned in reviews if you're curious. Put in simple terms, it's an interesting sci fi story with lots of overlapping layers that develop its themes in interesting ways and are successful at generating empathy for their characters. Playing the game is a real struggle though, which is why I put it on break. You just talk to people in it, and you navigate these really confusing environments. It all sort of looks a bit like a second life level, or a custom map from VR chat or something like that. In a way the aesthetic is kinda refreshing or maybe nostalgic if you've ever played F2P MMOs from the noughties or something. The game does find some neat tricks with perspective, how it changes camera angles from third person free form to first person to fixed angles, trying to inject things with a cinematic flair. But it is a bit like doing the fetch quests in FFXIV or FFXVI and having being a bit traumatised by that design it makes it very hard to recommend. You'll see a few articles on some gaming sites praising the story, like massive praise calling it the greatest of all time. I'm not on that level with it, but I do think it's doing something interesting but in a way that's kind of draining to interact with, personally speaking. So I'm very mixed on it, but I'll probably try to see through the second half over Christmas. It seems like the kind of story where you can take an intermission cause of how it's structured
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Played through the first two worlds and a bit into the third one over the weekend. I'd say if you've seen any trailer for this you kind of know what to expect, with a minor caveat maybe. Fundamentally this is a Donkey Kong game with a character palette swap. It's classic 2D platforming, with mounts, barrels and, well, not a rolling but a sliding attack. Unlike the DK games both playable characters have the same toolset, so it's just down to personal preference whoever you want to play as (and equal rights in multiplayer). The land-based mounts meanwhile can be summoned at will (if you have their token in your inventory) in certain segments of the stage, which I actually haven't done yet. The game doesn't really incentivise you to use this feature, so I've been relying on the sections where you break a box and they pop out, DK style. What the game isn't is a Crash Bandicoot copycat, despite the trailer maybe suggesting as much through the usage of 3D segments during the stages. Those amount to at best 5% of your playtime and are mostly there to add a bit of visual flourish to proceedings, so it's ultimately more of a gimmick than a true feature, so more reminiscent of how they were implemented in Trine 3. I don't think that's an issue at all, just putting it out there because I was expecting this to be closer to a 50:50 ratio. As for the game itself, you run around your typical tropical locations, do platforming, defeat enemies. Controls aren't quite at the same level as its inspiration (the Dino mount in particularl feels needlessly floaty), but it's still a very nicely tuned platformer. The stages themselves are rather diverse, though I will say there hasn't been anything particularly memorable so far yet. It's very much replaying the DK orchestra while missing a beat here and there, which still results in a very enjoyable platformer, but not a game that's going to alter the perception of the genre. Speaking of orchestras, while this certainly isn't Wise's best work, his tracks ooze the same charm you've come to like from recent DK games. In terms of difficulty I find the normal stages to be rather easygoing so far, but some of the special mini stages (of which there are two per level) can be rather devious. Completing those unlocks a key, which I presume will unlock something else at the end of the game, but I'm not that far in yet. The collectibles are hidden pretty well, too. It's rare that I finish a stage on the first try with everything bagged. As for the negatives, I think some checkpoint placements are a bit off and it also does that annoying thing where you sometimes need enemies to reach collectibles but they don't respawn if you mess up, so you have to kill yourself if you want to try again. I've also run into two bugs so far, one where I couldn't use the glide anymore until I killed an enemy and the other one was when the water mount (seahorse) didn't despawn so I could just float around the remaining part of the level. Which was hilarious, but also kind of adds to the feeling of it lacking a bit of polish here and there. Nothing game breaking though, just these two oddities so far. Loading times are also surprisingly long, relatively speaking. In general though I think this is really solid. The actual gameplay (controls, 'feel') is slightly below that Marsupilami game we all played, but it IMO makes up for it by being a bigger and more ambitious project overall, and visually this is a really nice-looking game easily on the same level as Crash 4. It's a difficult genre to get into as a small developer because it has basically been perfected years ago, but this is probably as good as a DK game can get without having the backing of a big publisher and the skillset of a Nintendo employee.
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Seems a lot (relatively speaking) people got this, so I think a topic here makes sense after all. I don't think this needs context, but just for the record: this is a collection that includes three classic Castlevania games initially released for the DS (Dawn of Sorrow, Portrait of Ruin, Order of Ecclesia) as well as both the original version of Haunted Castle, an arcade game from the 80s, as well as a complete remake with SNES-style visuals and some other changes of this last game. I started with Dawn of Sorrow, because it's my favourite of the bunch and also the first one that came out (despite being placed at the bottom of the list in the menu). Plus from what I recall it's the one that made most 'use' of the touchscreen, so a good litmus test for this specific release, too. On Switch you can use the touchscreen if you're playing in handheld mode, so there's nothing lost there either way, but the alternative is holding a shoulder button and moving a cursor around, which is a less than ideal alternative. Thankfully the magic circles you have to draw are now also QTEs, but stuff like destroying ice blocks is a bit finnicky so I decided to play that section in handheld mode. IIRC the further you get the less frequent these gimmicks become, so it's only really a small issue in the first hour or two. We've already discussed the multiple screen options in the News topic so I'm not going to repeat those, but I noticed there's also a setup where both screens are displayed vertically, like they were on the original system. I think it would have been really cool to have that setup in Tate mode, but that's really just a nitpick because it would only really be useable on Switch (and maybe PC depending on your monitor setup). As you can see in the picture there's a lot of extra stuff in there as well, like the complete OST that works as a music player (and those games have some of the best tracks in the entire series IMO), a gallery which even includes the game manuals, and you can also choose which version you want to play (EU, US, JP and in Ecclesia's case, even the Korean version, though I'm not sure what's different about that one except the language). In any case, I've been really enjoying the little time I played so far. I usually only associate consoles and games I played as a kid with nostalgia, but the moment I stepped into the first area with its wonderful music I got hit by quite the wave of good old times. Absolute recommendation, these are classics for a reason and M2 did a great job of porting them over, as usual. Not to mention that we get a completely new remake as a bonus, too. [Also, a bit off-topic: while I was going through the gallery I noticed a promo picture for Castlevania: Judgement, which was on the back of one of the manuals back then. I wonder if they plan on re-releasing the 3D games as well considering we're now kind of 'through' with the 2D games. I realise they're not as well-regarded, but I think the PS2 ones are somewhat decent and Judgement, despite being a super broken and unbalanced fighting game, is quite a fun little guilty pleasure with a ridiculously good OST.]
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Seems pretty good. initially was a bit disapointed as its more like a traditional mario game than i was expecting, thats on me as i only watched the first trailer and thought it was going to be even more crazy. Anyway, it is a somewhat crazy and pretty cool! Been really enjoying it. i want some flowers like that in real life that give me some encouragement and stuff. the crazy bits are a bit hit and miss, well hit and less of a hit as some are a lot of fun and others are less so, wouldnt say anything has been bad so far. the levels are rated for difficulty, the hardest one ive done was 5 stars, dont know if it goes higher, but that level was really hard but i enjoyed it too. i dont like the old style lives system, although to be fair running out of lives wasnt as annoying as i was expecting. the graphics are nice. So far its probably up there with my favourite 2d mario game - the wii u one - was sort of hoping a bigger 2d mario fan would start the thread but here we are! seen a few people got it in the pics thread, how you guys getting on with it?
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Found out about this by chance when I went through the Golden Joystick nominees and after watching its trailer I immediately bought it. Looked like it'd hit all the right notes for me and thankfully that proved correct. It's from a small French studio called Plane Toast (the food-puns seem to be all over the place) and seemingly their first project. You play as a young adult girl who receives an SOS signal from the ship her sister disappeared in six years prior, proceed to leave the space station you're currently residing at and start following the trail of the signal to a mostly deserted colony planet where you grew up. It's not the most unique setup, but it gives you an immediate emotional hook for what is essentially a purely exploration-driven open world game. And it mixes in some slight Dune-ish mystery elements via the titular Sand Witches and some subtext about environmentalism and corporate greed in there as well. The gameplay foundations are very light, there's a bit of climbing and platforming, there's a lot of driving around, and the only thing you find when exploring are either materials to build new tools or certain items you need to collect quests. Because there are still some people living on the planet and they're struggling to survive, so they're more than happy to have a newcomer there who can help out. Story progression is linked to the tools you build, as unlocking one moves the plot and timetable a bit forward. There's no combat, so when I say tools I mean a gadget to allow you to use ziplines or a scanner for your car to more easily find interactable objects, among them signal blockers which jam your map and are basically UbiSoft towers (they only reveal a couple of question marks on the map though, not a hundred). I can't put my hand on what it is exactly, probably just all the gears perfectly fitting together, but it's an incredibly engaging experience IMO. It's not a deep game by any means, at least mechanically. Think of it as a less obtuse version of Sable, or the bigger cousin of A Short Hike, and you get the idea. The world is densely packed and gives the impression of being vast, but you can drive around from one edge to the other in I presume less than five minutes. But it does evoke an incredibly sense of place, mostly due to the strong artstyle, great soundtrack and grounded, believable writing. It's also unmistakably French, and I don't say that with any kind of fun-poking subtext, because the media landscape has become very unified in recent years, so it's nice to see something European with a unique cultural influence for a chance. I guess part of why I like it so much might also be because it just came out of nowhere, which nobody reading this and deciding to pick it up will have the luxury anymore, but I do believe it's a really good 'experience' if you like more challenge-free games. I'm not quite through yet, but I suspect it will conclude at around the 10 hour mark, which seems like a reasonable length for a game without much mechanical depth. One last thing: I play it on Switch because I don't have a PS5 or a decent PC and I wouldn't really recommend that version. It permanently runs sub-30fps and has horrible pop-in and dynamic resolution drops. It speaks to the quality of the game that I'm still enjoying it, but unless you have no other option like myself, I'd strongly recommend playing it anywhere else.
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First of all, Nintendo can go screw themselves for coming along with this almost 20 years after the previous game in the series. The last time they were this tonedeaf was when they announced Federation Force. Secondly, it's not so bad. I mean it's basically just classic F-Zero with more direct controls and without a collision detection that makes Newton spin in his grave. It adds the spin attack from GX but puts a cooldown on it and tackled enemies drop coins which fill up a special bar you can use instead of your boost to drive 'on top' of the course and avoid the massacre below. I don't see it having a huge lasting impact or the immediate pull of something like Fall Guys, but it's decent enough for a freebie (if, again, extremely poorly timed). Anyway, I immediately won my first race. I guess the newbies in the lobby thought Death Wind was easy after looking at its map.
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Been playing this for around 6 hrs on Series S - and it's quite enjoyable. Has some similarities, in terms of roguelike progression, as Into the Breach, although game presentation and pathways are significantly different. I've defeated the first boss, and so I'll see how well it keeps my interest (probably up to a point where it turns into a grind (or not)). Anyway it's certainly a bit different in looks at least to the mainstream.
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Less than an hour in and from a gameplay perspective this is already deeper than any of the previous games. The levelling up system alone reminds me of FF X. You can block! You can dodge? There is something a bit off about the powers though. Which might be indicative of the One player experience. Your AI teammates don't automatically use their abilities, so the revamped combo system has to be done manually and it is a bit clunky as a result. Obviously not an issue in the slightest for those playing with others. Other than that, it is pretty good so far. At the first available option, which isn't right away, my team now consists of: Star Lord Hulk Drax Wolverine
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Not sure how popular this series is over here, haven't seen it mentioned much. I never got into the Dig games, but really enjoyed Quest and Heist, and as I was looking for a nice handheld title I picked up the latter's sequel right when it came out last week. For those unaware, Heist is a turn-based, squad-based tactical RPG that is rather unique, but describing it as Valkyria Chronicles in 2D probably comes rather close to how it plays. After positioning your units you can aim freely, either directly at your enemy or letting your bullets ricochet off walls and objects if the line of sight is obscured. Where VC makes up for the lack of agency while aiming by applying RNG to hit quotas, Heist makes things a bit more complicated by weapon sway during aiming or some classes and/or weapons not having aiming sights at all, so you kind of have to eyeball the direction and hope for the best. Speaking of classes, this is a big new feature for this sequel. You still control predetermined characters but you can now freely switch classes around by equipping different weapons. Some skills you learn this way can then be activated in a different class by using cogs, so you can, for example, give the 'Boomer' (grenadier) the sniper's line of sight skill so that they can fire their rockets with more accuracy. There's six classes so there's decent potential for experimentation but also not an overwhelming amount that will make you lose interest in it, and with certain weapons having different properties and additional equipment there's definitely enough depth here to finetune your crew. The second big new feature is that, this being a pirate themed adventure, you now travel the ocean by ship instead of just picking missions from an overworld. And this isn't just for show, as the ship can also be equipped with weapons and will be pulled into naval battles with other vessels. It's all very streamlined – you only have to get in range and in position and you will fire automatically whatever weapon is equipped to the front and sides – but it adds a nice little extra dimension to progression and gives you something else to do than just the tactical encounters. I'm about ten hours in and close to completing the second area and while I don't want to oversell it, I think this is excellent. There was one slightly annoying enemy type in the second area, but otherwise it almost feels flawless so far, the right balance between accessibility and depth, rewarding progression, overall high levels of polish (as usual for their games, but still worth pointing out). It can be challenging at times, but it has multiple difficulty setting and even one that lets you completely customise certain aspects like damage, health etc. Haven't messed around with that though. Good year for unique tactical games between this and Unicorn Overlord I'd say. (Not my screenshot, because Nintendo hates Musk.)
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It's hard to explain The Cub without being reductive. It's kind of a really pretty Limbo, except without the puzzles. The most striking thing about it, without doubt, is how it looks. It looks like a cartoon, the devs have done an amazing job with it. It's even got the choppyness to the animation, without it being too overbearing. The characters look great, the backgrounds look great, and there's even a few bespoke animations that are only used for set moments. It runs really well too, my desktop hitting it's max framerate on a game like this isn't a huge surprise I suppose, but it was locked at 60fps on Steam Deck too Gameplay features a lot of platforming, nothing especially challenging, we're not talking Celeste or whatever, but you will likely die a few times. Often this will be because you have to encounter something to know it's coming, the mine cart section for example, it's just a case of failing until you learn it. It's also where I noticed a did of animation delay. Pressing to duck actually takes a few frames to happen because The Cub animates to duck. That caused a few deaths. The double jump either gets taken away from you at points or it's more temperamental than it should be. Similarly there were a few times The Cub didn't grab ledges. It adds to the feeling that the platform mechanics aren't quite there The rest of the game is made up of stealth, chase, flying and a couple of swimming sections. With the stealth it's not always clear what will act as stealth, a problem from the art style I suppose, but it's not too frustrating. Which sums up the game I suppose, you'll die a decent amount, but it isn't hard, it's just a case of learning what to do A word for the story too. Humans have fled earth, they're now Martians and are taking trips back to mine resources and play golf. The Cub is a mutant who has survived on earth. The catastrophe that made earth uninhabitable was caused by late stage capitalism, and the rich abandoned the rest of us to die here. There's a ton of moments that are pulled from the headlines, I suppose your mileage with that will vary. All in all The Cub is a decent game. It came out earlier this year and had a pretty significant discount on Steam during the recent sale. It's a few hours long, nothing too demanding
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This game came out in 2021, but I was unaware of it until the current steam sale. It's a lovely, chilled golf-puzzle game. Over a number of different themed worlds, you complete golf holes, earning more stars for completing in fewer shots. Working out how to do some of the holes in 2 or 3 shots to get the maximum star rating is actually quite fun. Some levels have a hidden secret hole/cube/other object to seek out and hit with your ball, which will unlock an alternate path on the map leading to extra stars or a special hole. Completing that hole will add an extra hidden collectible "blue things" to some of the holes on the map, which are used to unlock access to more challenging caverns which make use of the various features and gimmicks you've played with on that map. They can take a bit of figuring out, but are very satisfying. There are only a couple of barriers to progress requiring you to have earned a certain number of stars to pass, or the caverns mentioned above needing x number of the collectible things. The requirements aren't high, helping the game to feel pretty relaxed (the final cavern at the end of the game only needs slightly more than half the total number of collectibles). I got right to the end without engaging much with the secrets, then went back to the first 3 or 4 worlds and completed a bunch of them and had a great time doing it.
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I'm around six hours in so in the scope of these games that isn't much but I have some stuff to say I guess. So you play a kid in a Tokyo high school and some strange murders are happening and you and your friends who is trying to investigate it like a YouTuber would gets sucked into this world after Armageddon happens. Its posed to you that it's twenty years into your future and Tokyo is destroyed and buried in sand as well as demons hanging out pretty much everywhere. You also kind of fuse with a demon who talks like an android. There is a slight change of circumstances for our boy. I've spent all my time running around this glittery, sandy area so far; fighting demons and helping out some others. The areas are kinda big and make me think of Xenoblade Chronicles more than anything else. I say that because they have these hidden areas with fun secrets and are quite intricate. They're quite a bit smaller but they have similar ideas in how they're built. It's unexpected compared to the fourth game {and I'd imagine the ones before that} as they are dungeon based having you explore these tight areas. The other reason It reminds me of XC is there are tough enemies that are meant to be fought way later roaming around blocking areas and just generally keeping you on your toes. Exploration has this constant pressure though as the combat even with basic enemies can be dangerous if you don't have the right team so it can get a bit stressful when loads of enemies are around a place you want to be. Combat is still strong in this game as it was before because with the right attacks and spells you easily dominate a fight but the flipside is so can the enemy if you let them in. You essentially get another turn if you hit with a critical hit or hit an elemental weakness. This can be easy once you've found those weaknesses but going into a new area with new enemies or bosses make you try to stay safe while you experiment with different moves. I've been finding the game still pushes you hard into really thinking about using everything you can in a smart way. What's working for me so far for the boss I beat so far and harder enemies is having one of the last demons in my squad have a sleep attack so after I've got all my attacks out I just use that then they miss a turn and I can go through my bullshit again. Yes, you have a squad of demons. You have three in a fight and can carry six but that can increase as the game goes on so yes it is a bit like Pokémon. But here you can fuse two or more together to make new demons so that's what I've ended up doing so I can make room for more. But you don't catch them in a ball you have to talk to them and convince them to come with you. You have to try and asses what personality they'd have and basically tell them what they want to hear and bribe them. There's probably an optimal way of doing it but as long as I have enough stuff I just give them what they want and hope they aren't complete arseholes and just bounce {they've not done that yet here but I know it's a thing they can do}. Oh, and a tip; don't try to befriend a demon with a higher level than you because they don't come with you then, but I did have one situation where when I fought the same enemy in the same area it did come with me once I talked to it at the right level with no convincing. I don't have much to say about the story so far as its early and sploilers but it seems pretty typical of the series but I'm about to go to where some angels live so maybe things will start picking up there.
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I played 30 minutes of it. It asks you to create a bethesda account before even being able to play which is really annoying but you can get around by setting steam to offline. Anyway it seems good. Kind of more focused on just murder arenas from the look of things. But I'm totally ok with a game like that. You can turn HUD off but it's hard to play. The HUD is a bit much tbh, I need to spend some time figuring out what parts I can turn off. Playing on ultra violent
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Not just for @bellow, but in general. With the recent multi-platform re-release, it is as good a time as any for those looking to return or jump in for the first time to one of the least contentious fan favourites in the series. With a little something, to set the mood... (Yes, this was a real thing)
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I think I'm going to do a video of this because I don't think a post is going to get over how good this is and how you should play it. Based on an old, presumably renewed, European cartoon called Marsupilami that I barely remember, it's basically a Rayman Legends clone without the touchscreen and co-op stuff It's a 2D platformer, or 2.5D I suppose, but the depth doesn't play a part at all I don't think. Simple stuff, you can jump, land on enemies heads which will kill them and bounce you up. you have a standing attack, a spinning roll attack, and you can slam down to the ground from the air to smash pots and break through floors. Eventually there's enemies you can't kill, boulders you need to avoid and outrun, then also things like toucans and grips that you can grab to either launch you in a specified direction or help you with some in-air platforming It's got a lot of ideas, a couple of different types of bonus stages, and even those get mixed up. The levels can be fairly simple, but eventually can get very, very difficult later on, especially if you're trying to find all the feathers and secret bonus levels. Marsupilami throws lives at you, so you're never likely to run out, and you can revisit easier levels, or even bonus levels, to rack up lives or tickets (to enter a different set of bonus levels that are all about amassing lives). Collect 100 fruit and you'll get a live, smash enough pots you'll probably find an extra life or two. The feathers are used to open up a couple of extra stages to try, nothing really beyond that, but there is an achievement system to keep you going If I were going to add some criticisms, it's a little short. It's a few hours, I'm not sure how many but certainly less than 10, maybe 5? You're basic movement is a little slow, I've found I took to rolling a lot of the time, which isn't a smart idea, but it's quicker. It's also a little jerky on the Switch, I think because it's 30fps, and while mostly it's fine, it's when you need to react suddenly or correct a movement that you really notice it. There's also a slight issue with your ability to slide down walls, a good skill that opens up some really inventive moments for secrets and the like, but it's a very generous snap to, so you'll latch on the wall when you don't expect it, slowing you, messing up your timing, or making you leap off in the wrong direction. Apart from that though, I can't fault it. I'm not saying it's a 10/10 game, but I do think it's a really good platformer, certainly one of the better games I've played this year
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Where to start. What it is. It is definitely an old school Rare esq 3D platformer. From the music to the grunty dialogue, the duo of characters and the cohorts you meet along the way, it's pertty much Banjo Kazooie 3 in all but name. It's good from what I played so far but I know it will annoy people due to being the above. You can scale a height of platforms only to find you can't progress. Certain characters won't talk to you yet untill you do something later to unlock their progression. Everyone talks alot and makes bad jokes. You can see things you can't get to as you need to learn a move that comes later on and I think this kind of thing will piss people off. I love this kind of game, i'm on board, I knew what it was and that's what i want so im cool with all that shit. What i'm not cool with is the shitty camera. It feels like they've brought that with them as part of the nostalgia. It's not game breakingly terrible by any means but, for example, the boss of world one is up a slope. He's chuckingshit down at you and you have to avoid it. For some reason they've loked the camera really low down so it's hard to judge when to jump. Also, the movement when you move up slopes using your slope run move is awful. It's realy fast and even when you press left or right you go up a little bit first. This is super fucking frustrating on his third attack pattern and I felt like I shouldn't be getting this pissed of with the game on the first boss. It can also be hard to judge where platforms or collectibles are a la Banjo or Mario 64. They slightly deeper in to the background or more in to the forefront than you sometimes expect - extra annoying if that is a misplaced jump that sends you falling to your death or back to the beginning of a climb. But but but, it's great platforming for the most part. The controls are slick, it's a beatiful colourful world and it's all very jolly. Littered with collectibles and tons of stuff to do, it seems certainly great value for your money. It's just weird I have the same beef with it that I did with the Nintendo 64's flagship game. I'm only a couple of hours in, watch this space I guess.
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I find myself needing to take breaks from FF7 Rebirth. What better then to play the last of the Classic Era I am the least familiar with? I played this originally with the PSOne collection many years ago now. The newest playthrough is via the Pixel Remaster. So let's get this out of the way. The story isn't the main focus of this one. This is a "four chosen heroes gather to protect the elemental crystals that power the world". I'm already two and half hours in and the story has been on the lighter side, so far. As is the tone. This is almost at odds with FF4 and FF6 that start strong on the story front. You play as four characters almost from the very beginning. So there is no real "main one" to focus on. So what is the main focus of this one? Job Classes. This is basically the last game to refine the job system that debuted in FF1. Here's the gimmick though: You level up your job class and past a certain cap. Unlock a skill IE use of White Magic that you can retain when transferring to another job. For example, when the job classes are first unlocked. I set one character as a Monk IE the physical powerhouse. A couple levels in, you unlock "Barehanded". A skill the grants other job classes the physical strength of a Monk, when unarmed. Therefore, that character is now a Black Mage. Who when the skill is set also happens to be one of the strongest attackers in the party. This opens up a lot of variety to each build and character. Magic is also done a bit differently in this. You don't "learn" a single spell. You buy them from a Magic shop. Now levelling up White and Black Mages grants higher levels of proficiency. The initial unlocked skill grants use of Level 1 White/Black Magic EG Cure, Fire etc This goes upto level 6. So it pays to have one of two of your characters set long term as a Mage. Blue Magic also returns. Which is weirdly done. Because you don't influence enemy attacks in anyway. You just have to wait and see if the enemy has something you can learn. You don't even gain the "Learn" ability until Blue Mage lvl 3. This is the kind of grinding that I find really relaxing. Especially with the speed up battle option.
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Ok then. So first play session done and this definitely feels like a sequel to Super Paper Mario. With the interactive battle system of TTYD or Mario & Luigi. I thought the battle system was a bit easy... Until one new enemy left me scratching my head long enough to discover there is a timer to your actions. Early impressions and all that, but the music so far isn't doing anything for me. Usually Mario OST are quite catchy and memorable. But the music original to this game... Meh. I'll go for a slightly longer play session tomorrow. But overall, I like it.
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There isn't a thread for this already? It's a gem of a game! Simple loop of fishing and then selling your catches in a restaurant, both of which can be gradually upgraded and for some reason, you'll want to get them upgraded! There are side stories, or maybe main stories (not sure yet) that give you loads of new objectives. Plus you'll want to get your restaurant ranking up, which means you need to get better at fishing, so you'll want better gear... It's a fantastic loop that is very very difficult to put down. The swimming physics are nice too, it all feels great!
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A bit surprised this doesn't have a topic yet as I think the other games did have a few fans here. But then again I bought this on release and only now felt in the right mood to play it, so maybe it just came out at the wrong time. This immediately feels a lot more like 1 than 2, which is most likely a byproduct of it being made by Deck Nine (Before the Storm) who feel probably more comfortable reproducing what worked in the first place and a desire to, well, get back to what worked in the first place. Alex, the protagonist, is extremely approachable in an almost ironic way as she's a bit of introvert with a loaded background, so not unlike Max from the original. Setting the game in a small, rural area in some fictional part of an American mountain range gives it a very idyllic and soothing feel where standing around and rotating the camera is a joy in itself. A byproduct of this is that it also goes back to a fixed cast of NPCs with their own jobs, motivations, backgrounds and personalities. It is not without its faults – Alex' superpower is 'just there' and I find it baffling how the promo material spoiled this game's Aerith moment – but I felt right at home from the first minute. It's just a wonderfully cleansing experience, though it'll probably throw some existential angst in my direction soon (I'm only on chapter 2). One other thing I want to point out is that it looks phenomenal. The lighting, use of colours, the significantly improved facial animations all result in this not being the best-looking LiS title but a genuinely beautiful game even by other standards. It's also the first game in which I actually noticed Raytracing (which can be activated in Performance mode, too) when looking at the extremely realistic reflections on Alex' glasses. They look so good in fact that they almost clash with the slightly dreamy and soft art style. Playing this amidst the recent Square Enix news feels a bit bittersweet as well because I'm unfortunately not expecting them to finance another one of these anytime soon. So I'm definitely taking my time with it and enjoying the ride. Edit: Glasses
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Backlog time! This is one of those projects that came out of Riot Forge, the unfortunately now defunct initiative from Riot to establish the LoL universe beyond the base Moba. In this case, we're looking at a relatively classic, linear action-adventure title, made by Tequila Works (Deadlight, Rime, Gylt). On surface level it looks a bit like a companion game à la Last Guardian or Majin and the Forsaken Kingdom, but it works a bit differently in the sense that you control both Nunu (the kid) and Willump (the blue Magic Yeti) in predetermined sections. So there's no manual switching or anything like that, which makes the entire thing relatively streamlined, but also rather simplistic. Nunu can play the flute which allows him to manipulate certain objects to solve puzzles, whereas Willump comes into action for, well, the action when you have to fight. There's also a bit of platforming which both can take part in and a multitude of other little gameplay gimmicks to mix things up, some of which born out of the most unexpected inspirations (Katamari). They can also both throw snowballs, either at each other for fun or to interact with distant objects. Overall its systems, mechanics and difficulty level suggest this is very much a game aimed at kids, with the writing also mimicking your usual tales of family and friendship you'd see in an animated movie. For me I looked at is as a light palette cleanser type game and for that it worked really well. There is a certain amount of ambiguity about the antagonist, resulting in a conflict based around perspective rather than just being black & white, which is a neat touch that goes a bit beyond what you'd expect. It's a cute game overall, 7-8 hours long so doesn't overstay its welcome and even has a few cool surprises up its sleeve. The beginning is a bit bland, both visually and in terms of gameplay, but the latter half really picks up in both of these areas. Not a must play or anything but if you like some simple, well-made classic videogame stuff, this is a nice little project. And also probably a good pick for the intended audience, because it has so many different gameplay elements (platforming, puzzles, combat) that it's a good appetizer for what videogames are about. Forgot to upload some screenshots, I might edit them in later if I don't forget.
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I want my mummy... Spent a few hours with this through Game Pass (Xbox obviously)... think I played Innocence toward the tale end of last year and so far this feels nicely familiar. I'm up to Act 3, the first act being more or less a tutorial and the second playing pretty much how you'd expect. Things start harmlessly enough but it doesn't take long for things to fall to shit and the whole world wants Amicia dead for reasons... this time she can fight back a little more, she has a stealth attack and can knife enemies, I haven't got her Crossbow yet but like I say I'm only up to Act 3. You can also break line of sight and hide again if discovered, I can't remember if this was a thing in the first, if it was it was bloody difficult. Some of the views look stunning and so far it's played nicely... there's no performance or graphics mode so I'm not sure if it's locked to 30fps or not... think I saw somewhere that it's 40fps if your display supports 120hz (mine does so who knows) I ended up really liking the first so I'm looking forward to playing more of this.
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