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  1. Continuing my Indie binge with Hollow Knight. Heard lots of good things about this game earlier this year and saw a Let's Play from Easy Allies of the first two-ish hours of it, has been on my Steam wishlist ever since. For those that don't know, it's an Indie Metroidvania game set in an eerie melancholic bug-world. I've enjoyed it quite a lot, being new to the Metroidvania genre I didn't really know what to expect, I've seen an awful lot of great indie Metroidvania games and kind of got turned off them in the past as there's just so many, I'm glad I gave this a go though because it's now a genre I'd like to explore more. For starters it doesn't hold your hand at all, you get a very brief control tutorial and are then left to explore the world. It doesn't explain anything at all, and if I hadn't of watched the EZA Let's Play I would've been a bit lost on where to go and what to do, luckily that gave me a brief idea. It was still a bit disconcerting exploring areas and not knowing where the fuck you are in the slightest, no map, no idea where the next Rest point is, no idea where the entrance to the next area is or anything though. Luckily you realise how the map system works pretty early on and then discover a vendor to add new areas to it, mark your location on the map etc. All incredibly useful. The gameplay loop is pretty similar to Souls I guess, if you die you loose all your 'Geo', you get Geo by killing enemies. The most innovative mechanic is that when you kill enemies you get souls that you then use to replenish your health, which adds to the whole risk/reward system of the game as it makes you want to attack more in combat in order to get more Souls to heal in the heat of a battle, it is a balance at times as your Soul supply can be used for other things too. You use a small sword for the combat (called a 'nail') which enabled you to hit enemies in any 360 degree direction, there's a lot of enemy variety on offer, when you go into a new area you have to learn their mannerisms all over again, there's a few areas with traps for you to fall into (similar to Souls) too, it always feels fresh and involving. It has that Souls feeling about it to about worrying where the next save point is, knowing you've got 1000+ Geo on you and whether to venture into the next area where a boss may be waiting or head back to a previous area and save. I won't give too much away but new mechanics are introduced as you go along that unlock new locales, one changes the platforming significantly and one changes the combat to a significant degree as well, the game never points you to these so presumably you could go the entire game without discovering them. There's also a system similar to the rings in Souls where you can get slightly more Souls when you defeat an enemy, a bit more health etc. but the slots are incredibly limited at this time meaning you have to choose very wisely which you want to equip. The game looks absolutely stunning, it has a really unique art-design about it, it's cartoonish but the backgrounds and levels managed to look realistic and give a very lived-in, ancient kind of vibe. By far and away the best thing about the game is the music though, it is just absolutely incredible and makes the each area feel special and meaningful, when you go to your first town and a certain song plays it's just so melancholic and haunting at the same time, it really is very special. The noises the characters you meet along the way make are fantastic too, they put so much personality in them just from gibberish and grunts. A few pics:
  2. Duck

    Slay The Spire

    As i kinda explained in the new purchases thread this is rogue-like RPG dungeon crawl/deck builder mash up that is currently in early access. (it's about 12 quid) When start the game you choose from 1 of 3 characters all of which have different perks and attributes, then another perk/gift much like in rogue-likes/Dark Souls/Hearthstone etc. Your aim is to get to the end of the game without dying as it's perma-death. Game over. I think there currently 3 Acts at the moment and in each map you're given a map and have to chose one of 4 starting points at the bottom, with the boss at the top finishing the act. Once you've chosen you get to pick the next step to move along that path... like this.. - Unknown is Unknown . It's a story event. I could end well (with a new passive perk or something) or badly. - Merchant is a shop where you can buy new cards or items. He usually has some sales too. - Treasure is a treasure chest - Rest you have the option to gain some of your heal back or upgrade a card. - Enemy is a enemy. - Elite is like a mini boss. You see this map even before you set off so you can plan a bit. Do i go after that treasure or have a rest on the other path?.. etc Risk/reward, it's cool. Ok, now the turn-based combat. It's all card/item based. Looks like this.. Like Hearthstone/most card based board games, at the start of each turn the player has a certain about points that they can spend to lay cards. This can be modified with other cards/relics as you progress tho. And like Dominion/rogue likes you start off with very basic cards but after every fight you get to choose 1 of 3 cards to add to your 'deck'. So as you are progress and building your deck, your character is getting better. Enemies/bosses drop loot like money which can be spend at the shop or relics which give you a passive ability. Once you've spent you're points, you end the turn and the remaining cards are put into the discard pile. When your draw pile is empty, the discard pile is shuffled and you start again. That's it basically. It's simple but fuck, it's reeeally good. It merges the deck building with the rogue like stuff really nicely. I wish every turn-based RPG had the same combat/deck building loop this has. It's much more approachable and pick up and play than any card-based video game i've played too. Even more so than Hearthstone. But it still does a lot of the things i like about deck builders. So, yeah if you've ever thought of giving a card game a go but were scared off how impenetrable they can be. Then this maybe the gateway drug. Very addictive. Great game, still in early access too so it should only get better.
  3. Terrible first impression. It starts with a big action set piece - normally I’m well up for that but it just does not suit the feel and control of these games. Especially if you’re mad like me & feel you have to scan everything. In which case all momentum and excitement is constantly ruined by switching visors and scanning. Think I’m going to have to force myself to stop scanning soon, there’s just way too much. Far more than I remember there being in other entries. Anyway, you get past that, lose your abilities and reach your first proper area. It’s gorgeous! & atmospheric. This is much better. Then you quickly reach Miles… he’s as terrible as everybody says. He genuinely ruins the rest of this area with his wisecracking and terrible dialogue. Thankfully this first area/dungeon is short. Before you know it you’re in the 2nd one. It looks incredible and Miles is no longer there. However my stomach sank when Miles started talking again via radio and told me where to go and I “can use an elevator to go down”. No shit Sherlock, thanks… But then it changes, immediately after that he can no longer get in touch with the you and you’re free to just explore and progress through this stunning area & it’s brilliant. It’s basically old Prime with new tech at this point which is exactly what I wanted. Then the desert opens up, it’s already ugly and dull. Made my way to another area and stopped there. Already know this is going to be a game of huge ups and downs. When it’s good, it’s brilliant. The rest of the time, we’ll see as I progress.
  4. Well, this is officially out now, I got my code from CD Keys around 7:30pm yesterday. Pre-loaded straight away after that on GOG Galaxy (28gb install), and after I'd watched this week's Game of Thrones I fired her up, played the first hour or so (headphones ran out of juice otherwise I would've played more) can't really give any thorough impressions just yet but the combat still seems a bit shithouse to me (never liked it in The Witcher 2) and the graphics look pretty incredible (despite the downgrade) in almost fully-Ultra settings on PC. Just within that opening hour I've found myself wandering away from the main quest, exploring little villages and cubby holes so it bodes well for the rest of the game, shall give it a proper run-through later today.
  5. one-armed dwarf

    Hades II

    I know it's out in just a few days, but I was looking for something to play and instead of doing like I said and trying Hollow Knight again I wanted to give this another shot, the early access. I've really turned around on it in this session I think, maybe it's due to updates or maybe the quality of the game is a lot better than Hades I, or maybe it's just that I'm better at the sequel. But I think it's really good, something is really clicking here this time. What I think it is that the battle systems are more intricate, cause of the shift towards this style of battle mage gameplay. It has more or less the same systems and mechanics as the first one, but with a stronger emphasis on finding harmony with your combat options I think. Your basic starter is a staff with decent range, you have a cast which binds enemies and you can stack boons on top of that obviously, and you have your specials which tend to be ranged moves, but not always. The cast is hugely useful for kiting enemies and grouping them, which benefits certain AOEs that like clustered enemies but it can also be used by you with certain boons to regenerate mana. On mana, it feels like a much more important mechanic than in Hades 1 I think, if I recall in that game the game didn't just recharge your mana in each room, but I might be wrong on this. In this game, they specifically tell you to spend all your magic in each room, there's a big benefit to speccing builds that regen mana passively or from certain attack combinations and I think this lends to combat feeling less mashy and more skillful, which is a problem I think I had in the last game, it always felt like I was mashing. Here it feels much more like I'm actually playing the game, but that might be just on me not really enjoying the first one. But I think the sequel's witchiness just produces more interesting kits to fight with and makes it feel 20 percent less unga bunga (but still pretty unga, all told) Another thing which makes high mana use important is the 'hex' mechanic, which is the same thing as the super mechanic in the first game but you proc it by spending mana. So if you're holding onto magic and not finding opportunities to use it up a lot, you are throwing away DPS and crowd control There's an absolute shitload of 'reagents' and things that unlock stuff in your home base, and it has the same gift system as before to unlock accessories you level up in your runs. It has some new mechanics like an armour system which buffs your cast speed, or makes you run faster or whatever, but you lose it when you lose your armour. My favourite weapon so far are these fireball staffs that let you play like a zoner, and they have a special which is about crowd control damage. You unlock boons for it that let you zig-zag the fireballs around when you dash around and things like that. If you've played Hades 1 there's not a lot to say, I'm sort of skimming through the dialogue cause you can't turn subtitles off, which means I kinda just read it quickly and move on. I'm not that interested in it, but there's a few exceptions. One thing is that there are way more Homeric inclusions here, characters like Odysseus and others I won't spoil, so it's stuff I'm more familiar with and I enjoy the stylish twist it offers. There's a boss fight in this I cannot spoil but it's the coolest boss fight I've seen in a game in a while, and Hades 1 really only had one good boss fight imo, the last one. Maybe the first one also, the other two were rubbish. So hopefully that's a standard it can keep up. Anyway, surprised it's clicking with me, as a Hades 1 hater. I think I read that your saves carry across to the full game, but if they don't then I'll just treat it as a challenge to push as far as possible with a low level character come release, and maybe I'll actually read the dialogues this time.
  6. 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.
  7. regemond

    Balatro

    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.
  8. I’m not much in due to illness but I thought I’d get the ball rolling. Firstly I thought they couldn’t recreate that wow moment from botw. The one so many have done themselves, before and after. But they absolutely nailed it. The first part and exploration I’m in love with as much as I was before. With some new twists and mechanics that you don’t have your hand held and guided through. Just you have this now. Go experiment, or don’t. Go there now, or don’t. The tutorial guys are so sweet and humble. I want to know more about them. I hope for a quick recovery so I can proper deep dive into Zelda again. It’s back in a big way and I couldn’t need it any more. 2023051118232200-CC47F0DEC75C1FD3B1F95FA9F9D57667.mp4
  9. I think I'm in one of those ruts where I don't fancy playing anything too demanding on the brain, so I've gone from finishing PWSim2, to trying a game from the publishers of Onechanbara called Full Metal School Girl, to this. FMSG is fun, but it's an endless corridor shooter that wouldn't have felt out of place in the PS2-era, so in an attempt to pivot from that, I've tried this - a game about rolling a ball around environments that wouldn't have LOOKED out of place in the PS2-era. Anyway, this is apparently the first completely new Katamari game since 2011. It doesn't do much to upend the classic gameplay the series is known for, but progression feels a little different to the instalments I've played. For a start, you don't just get access to the next level straight after finishing the previous one. Sometimes you need to find crowns in the levels you've already played, and an arbitrary cumulative amount will give you access to the next level. Putting it blunt, it feels a little (ok, a lot) like artificial padding to extend the length of the game. But it's a game about rolling up shit. Give me the option of how much I want to replay levels; don't force me to do it. I mean, I'll eventually go back and do all the levels, because the platinum just requires finding all the crowns on specific maps, but still. Give me the option, let's not make it a requirement. The other thing that's weird with progression is the way it's set up. You go from era to era - I've explored a basic, modern day set of levels, the wild west, a prehistoric chapter, and now ancient Greece. But you have an era select menu, where the ones you've not unlocked yet appear as question marks. So right now mine appears as something like "Modern/?/?/Wild West/?/?/Ancient Greece/Prehistoric/?" (hopefully that makes sense) I imagine it's to clue you in to the different time periods you'll be traveling to, but I feel like there could have been a better way to communicate this. Especially when I'm trying to figure out the best time period and mission to go to next while I'm trying to figure out which levels need me to find more crowns to even get into, and which ones just need me to go back in and find the crowns. Looks-wise, it's very much PS2 in a super-charming way. It still has jaggy edges, characters are still blocky and don't have much animation. For anyone that liked/s Katamari for the personality, you'll find a lot to love here. It's also got those tanky controls that have always defined the series. Much like the visuals, this is either something you'll love for the level of control you can achieve, or you'll hate, because you can't quite get to grips with the intricacies of movement. I'm somewhere between the two right now, but that's normal for me with this series. I've kinda waffled about one of the dumbest game series that have ever been created, but it's also a genuinely fun game. The fact you have no real peril, the fun stuff you can roll up, the silly ideas and charming script all combine to give me exactly what I'm looking for right now. The short run time is also a bonus with these games, so I'm not complaining there either. Last night I went from playing on the PS5 with the big TV to playing on PS Portal, and I feel like handheld is the way to go with this game. On Steam Deck or Switch I can see it being a blast.
  10. A cosy/creepy puzzle/adventure follow-up to Strange Horticulture. Once again set in a creepy fictional Lake District village, this time you're in a shop dealing in strange occult objects. You're ensconced in your comfy shop as customers come in bringing news of grim goings-on outside, and you examine the objects on your shelves and consult your reference books to give them the right item for their needs. You get clues and messages which lead you to locations in the town on your maps, giving you little bits of story/lore and additional items. They also help you solve puzzles in your shop for more items or additional help in identifying objects. I enjoyed Strange Horticulture, but I like these weird objects more than the plants in that game. As in the previous game there's' a simple pleasure in labelling and organising your stock on the shelves according to whatever system you come up with.
  11. 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.
  12. HandsomeDead

    Hades

    So this is the action rogue-like from makers of Bastion and Transistor. It's a very good one. It has a lot of potential stuff in terms of weapons, buffs and abilities for a run that come together in some surprisingly interesting ways. I don't really want to go into it all, because there is so much and it's a bit of a spoiler, in a way. I do think anyone who likes Dead Cells will have a hard time not getting into this too. It's got the same kind of fast, dash-y combat but I'd argue the upgrades are probably more interesting because they're tied to more than your attacks. I guess Dead Cells has some of that but it's robust with a bigger variety of abilities that can tie to your dash, for example. But Dead Cells is better in some other ways. They're both cool and good; get both! I'm also quite enjoying the story more than I expected. It's set in Greek mythologies' underworld and done in quite traditional way in that it's mostly a family squabble the consequences of which is big, dramatic and violent fights and supernatural displays of power. It's kinda fun that you're trying to escape the underworld in a rogue-like and no-one really cares that you're doing that because they know you'll die and be back. Some give quiet encouragement or Hades himself just rolls his eyes as you leave. It's played pretty straight and it's cool to hang out in that starting area before the intense combat. I'm not sure how many stages there are but the best I've done is get to the third boss, who are a pair of cheaters. I dunno how I'm meant to do it right now. I think since I don't have a brilliant way to do a well synchronised build yet, just out of inexperience, but I'll get it.
  13. Hendo

    Dead Cells

    Only played a few minutes before I go to sleep, but yep, pretty sweet so far. One thing I thought was really cool is that one of the menu options is you can change the appearance of the food in game. Could be as simple as you’re veggie or vegan and you would rather not everything be meat, but there’s also some silly options like “Castlevaniaesque” and “monster”. In related and weird news, IGN (or their freelancer) appear to have stolen an indie guy’s video review script. Apparently IGN hav taken down their review while they investigate.
  14. Maryokutai

    Tiny Bookshop

    Bought this a few days ago and I think this might, maybe, possibly, be a game some other people are interested in. As the name implies you're the owner of a small bookshop (in the form of a trailer you drive around with) and try to make a living in a small coastal town by visiting certain places and selling books. The books are categorised into genres like crime, fantasy, non-fiction etc. and certain areas favour one or the other – for example, if you go to the beach, you should pack a couple more children's books than usual because they're good sellers there (keep in mind this is a game of fiction and does not represent reality). You can also decorate your shop and certain decorations influence people's buying habits. A chair or a dog (don't ask) will make people stay around longer and possibly purchase more, whereas certain items with a theme could result in higher sales of related books, ie. spooky decorations push Stephen King novels and such. So below the cozy fassade this has some very manipulative capitalist energy but ultimately it's all done in a cute and inoffensive manner. The majority of the book sales happen automatically, meaning you see people walk in and out of the trailer and tiny speech bubbles showing what they're buying. But a couple of times per day someone will ask for a recommendation, which is where the slightly more active part of the process begins. Someone might ask for an easy read with few pages, someone might specifically ask for certain themes or time periods. For the most part it's easy enough to find the right one as there's also a bit of leeway, but occasionally you come across one that doesn't make much sense (asking for a happy ending but refusing your recommendation if it doesn't have one for example). Some are also a bit weird, like a fanatic of classic plays being super happy when you recommend Hamlet, as if they'd never heard or read about it. The books are real-life books of course. At first I was a bit disappointed there wasn't a list of what you could stock but ultimately this would just be an incomplete list of, well, any book ever written, so kind of pointless. The way it works is that you buy them pre-owned without any clue what's in the box and only by the time you're out and about and someone wants a recommendation can you actually go through what's on display and make an informed choice. There's a short summary of everything and I've already taken screenshots of a few that sound interesting. It's also not snobbishly discrimating, you can have Shakespeare and Le Guin right next to manga like Sailor Moon or Dragon Ball, which I think helps to make it more believable. I think it's a nice cozy game for this season, nothing too deep but also not mind-numbingly passive, a nice middleground that might even indirectly give you a recommendation here and there. Also looks fine on Switch 2 handheld mode despite being a Switch 1 game, though I suspect native resolution on a Steamdeck for example would fare even better (keep in mind the screenshots look worse than the game because of Switch 2 compression). This was my very first recommendation btw., I think the game is stalking my IP.
  15. one-armed dwarf

    UFO 50

    I thought there might be a thread for this, but there isn't. So I'll be the one to make one for the weird indie game Premise is you've got 50 games which are emulative of the style of 8bit to early 16bit era, all released by this fake company called 'Ufosoft' which shut down in the 90s. Games which are dungeon explorers, side scrolling beat em ups, weird puzzlers where you're a chameleon blending into tiles, a kinda horse betting game. Game where you hop around platforms kicking soccerballs at things. A platformer all about suiciding yourself. Apparently there's a full 20 hour classic FF style turn based RPG in there, and an Ultima style first person dungeon crawler. Lots of weird shit The games are hard. You have to actually learn them, it ain't Warioware. Naturally, as an impatient person, I'm full of salt and rage at some of it. But it is interesting, the games get more sophisticated and better to control over the 'years'. Eg, pick up the final game they released, Cyber Owls, which is a beat-em-up that 'released' in 1989, and compare it to Fist Hell from 1987. Similar mechanics but more intuitive movement and faster gameplay. Also some of the games have couch multiplayer. Some of the games are good, some seem crap though like the weird egg dungeon crawler at the beginning where they kill you for walking right. I don't have much history with this era of gaming but it's been talked up a whole lot this year so after enjoying Balatro so much that it's potential GOTY for me I thought I'd try to expand my horizons on here. So maybe I bump this later way more keen on it, or someone else might find it interesting. I did find this one potentially interesting title, Bug Hunter (1984), which is this strategic kinda turn based bomberman game you see below where you have to kill bugs. I think the idea is to find your niche and get comfortable with a few familiar games first before branching out into the more scary ones (which for me, are platformers. Fuck man, great way to get me tilted 😠) Very original idea for a game, but fuck I bet it took a shitload of work to get 50 of them. Some are a bit more throaway like the camoflague gecko game though so maybe there's some sensible overlap that they achieve when implementing them This seems to just be Windows currently, but you could probably play it on any old machine. Definitely expect to see it on Switch eventually
  16. There's kind of been 3 types of Ys games over the years. The first couple you just bashed in to enemies, then they became hyper, isometric, all about attacking. Then we got to the 3D versions and it was still a game about going on the attack, but now what type of attack was important. You'd eventually gather 3 characters, a sword character (red), a blunt attack character (blue), and a piercing character (green), different enemy types are weak to different attack types, and you can switch on the fly to suit And that's how it's been for a few games now. Ys IX follows the same formula, but brings in a more traditional RPG structure. Previously side quests would task you with just getting certain drops, you'd get them from your home base, which was a tiny area, and that would be it. 99.9% of the time you were out killing things Ys IX is a little different, structured like a traditional JRPG, it starts slow, with the plot set up, then some short easy combat to ease you in, then a chunk more story. The world is no longer 1 small safe area then a world of combat, instead you're in a city, with combat, shopping, side quests, and exploration taking place throughout, I've not seen this in an Ys game before, even if it's fairly typical for the genre. You're eased in to the world with quests to visit shops and buy gear, it's a little slow going. There's still "dungeons", sections where there's nothing but combat and exploration, but now there's also little dimension pockets where you can enter combat and fight a handful of enemies, then just carry on with whatever you were supposed to be doing The tower defence style sections are still here, now you're whisked away at certain points to fight as a team, protecting a crystal, against waves of enemies. Not especially interesting, and the camera annoyed me a little with this, it maybe could do with being pulled back a bit so you see more of the field, but then they've not been too demanding so far, so maybe it doesn't matter also it's all anime goth now
  17. So I started this, played like a 2 hours or so. It's very anime. It's also way more action RPG than you might expect. Combat is fast but grounded and overall your options seem pretty limited early on anyway. Kind of like Nier Automata. Attack, dodge, attack, dodge etc. So far. I've not fully worked it out yet. It's hard to learn so far cause theres a lot going on the screen at once and the frame rate is pretty bad. It's got a cool style though. It makes me roll my eyes when people say "X is like Bladerunner" , but this is like that. But anime and not as dark. Your "legion" does it's own thing usually, but you can leash it around and have it counters attacks while your cop guy or girl does his own thing too. Like if you see a red beam on the ground then it's a tell for a charge attack. You send your legion over and you can catch them before it hits. Stuff like that seems like it could be cool. But honestly so far it's pretty mashy and hard to follow. The frame rate is a killer. I am getting D ranks tho so my rubbishness is definitely a factor Mission 2 boss is cool though.
  18. Started the demo last night. So far I’ve played two levels and there’s another to do, which is I believe a boss level of some kind. Only a small taste of the game obviously, but I’m impressed with it so far. The world is like a cartoony The Last of Us, but still manages to be really colourful and full of vibe with loads of vibrant enemies and characters popping up. The way it plays isn’t anything ground breaking, it’s a relatively of the mill 3D platformer but it’s so jolly and charming that I really didn’t mind. I will say though that it is ridiculously easy so far, a platformer like this you expect this though but I do hope the difficulty ramps up as you get towards the end of the main game. So yeah, so far so good. A lovely, jolly place to be and a really interesting, charming world to explore from my brief first impressions.
  19. What a ship load of improvements and a great way to start with far better motivations than just selling fruit to get by. This is wonderful.
  20. This is the collection that came out a year or so ago that has both the PS1 games in it. We have a thread for the Wii remake, which I'd completely forgotten about, but that seems to be an actual remake and didn't include the sequel. There's also a PS2 port, which I've played, and we'll get to in a bit, and I think that may have been a remake too. First off, I've played through the first game, Klonoa: Door to Phantomile, it's pretty good, and it looks alright all things considered. You couldn't tell looking at it that it was a PS1 game originally. The cutscenes are slow as fuck, there's an option to skip or fast forward them, but a bit of editing wouldn't have been the worst choice, so I've no idea what the plot is because I'm not sitting through all that. The game plays fine, for the most part, the design is pretty simple, early 3d platformer in that it's polygons that you traverse in 2d. You grab enemies and throw them at other enemies and items. Later this is so you can solve puzzles to progress, and these can get tricky, but also use them to double jump. Again, easy enough at first, you're just climbing up to higher platforms, but gets much tougher later. There's a few rough edges, some old fashioned elements with how hit and miss contact can be with enemies, particularly in the background, and it's tougher than something like Kirby which it's most similar too. The bit where it does show it's age is the movement. There's a very digital, block by block feel to how the game handles. There's no overstep to edges, grabs, or the game being generous enough to extend your jump so you make it when you maybe shouldn't quite. It's most noticeable in the more difficult platforming, if you're not precise then it's not happening, but as the world moves in the same stiff pattern as you do it can be a bit maddening. It's where that PS2 version I mentioned comes in. That's the version I've played the most, and I swear the movement is smoother than here. It's that era of Japanese exclusive remakes like the Sega Ages line, so I think it's a full remake of the game, and as such controls a little more fluid. It wouldn't amaze me if that's what the Wii version was based off. Maybe I'm imagining it, but while this is a pretty good version, I'd probably rather play that one
  21. Wow, no thread for this? I'm surprised. Been dipping and diving into lots of different PC games and struggling to find something that really grabs me. This is it, I think. I'm only about 90 minutes in, so far it's an adventure set in a dilapidated world that feels marked by communism, or on the verge of some sort of ugly class upheaval. You're a very hungover detective who doesn't really know what's happening but there's a case you got to investigate. But maybe the real thing you got to investigate is who you are and what has happened to you. Sound familiar? I really like it so far. It's basically just a game about reading lots of text so far and passing/failing speech checks. I don't really get all the systems yet, but it's like PS:T through the lens of Jack Kerouac or William S Burroughs. Absolutely fucked up and manky but very beautifully written heaps of text everywhere. The screen where they show you all your perks/specialities is so aggressively wordy. I don't know if there is actually any combat in the game because every perk seems to be based around some personality trait
  22. Finished this a few days ago, rather enjoyed it so I thought I'd give it a bit more exposure. From what I can tell it's based on one of those internet properties, as in someone is drawing little comics with the characters and selling merchandise and such. Interesting idea to translate this into a full videogame, but the end result speaks for itself. This follows the template of a very classic JRPG with exploration, puzzles and turn-based combat. You play a new character in this specific universe that gets thrown into a little time-travelling storyline, where you need to visit certain areas and time periods to destroy core nodes of an evil plant that wants to destroy humanity and restore earth to its primordial origins. In that sense it's not subtle with its environmental themes and it kind of makes the antagonist sympathetic in a way, like you sometimes root (pun intended) for Poison Ivy in a Batman comic. Though in this case the enemy isn't some attractive model but rather a weird amalgamation of vines and thorns that can possess other living beings. While you're time-jumping around you're controlling a party of four and dispatching said mutated enemies in turn-based combat. It's a relatively basic, straightforward combat system with four different attack types and therefore four different potential weaknesses on both your end and enemies. A timeline in the upper right corner shows the turn order and it's here where it adds a tiny bit of unique depth to systems, as you can alter that timeline by spending some energy and, for example, move one of your teammates in front of an enemy to maybe get some healing done before they can hit you. I doesn't go much further than that and stays very simple as a result though. There's only two or three bosses where I had to go out of my way to incorporate a proper tactic, like forcing one half of a boss duo to duel on of my characters (by moving their turn to coincide with one of mine) so that they couldn't use their devastating team-combo. But otherwise this doesn't go beyond what your usual Mario RPG would do – which was fine for me, but might be a bit too limited for other people. One thing I enjoyed is that how much it crammed into its relatively short length (16 hours). You visit a ton of different locales – farms, schools, Paris by night –, the storyline does tackle quite a few different subjects and gives every party member breathing room, resulting in a game that feels significantly larger than its playtime suggests. It also doesn't shy away from more dark moments, but portrays them in a very digestible manner through some rather well-written dialogue. While you time-hop around you cross paths with one NPC at different stages of her life, which gives it a very human anchor to mould the storyline around. I do love how very French it feels, too. A lot of games are either very Asian or very American these days, so it's always nice to see something like this pop up and have a French farmer girl make fun of the Parisian high society, or people using Euro as their currency, or just every atom of its design channel classic French/European comic artwork. For a small game it's also very polished, with rather beautiful visuals, nice UI work, really good character portraits, a genuinely great soundtrack. Some of the puzzle designs can seem a bit badly signposted but I ended up getting through without too much trouble. Twice I had a character die in battle but remain at 1HP so I couldn't revive them, which was a bit annoying the second time as it was a boss battle so I kind of had to let them kill myself to retry. But ultimately this is a very accomplished effort all around. I played the Switch version on Switch 2 and it's mostly 60fps, but when I checked its performance on Switch 1 earlier this year it looked kind of rough, so Switch 2 or PC is the way to go here I'd say. (Also, Nintendo has to do something about screenshots on Switch 2. There's no reason for them to get saved in such awful quality.)
  23. I'm starting this thread, eh? Weird... Anyway, PokéMon Violet. There are issues. Even I, someone who doesn't take note of framerates, screen tearing etc can see it plain as day. Draw distance is a thing. Note this is apparent from the second town. Before you reach the main school. The worst part is that every single PokéDex entry causes slowdown and stuttering. This isn't great for flaws in the most basic, yet fundamental game stuff. That's the negatives out of the way for now. Stay tuned for more on that, I imagine. The results of play session one. Not bad going really.
  24. Anyone else picked this up at some point? It came out first two years ago but it came out just after Nuclear Throne which is a very similar game so I passed on it back then, but it was on sale on Switch recently so I picked it up as I'm struggling in a gaming rut and for some reason, I felt like playing this. So the game itself. It's a twin-stick shooter and rogue-like, or rogue-lite if you like. You are tasked with getting to the bottom of the "Gungeon"; a dungeon that is very gun-themed. Bullseyes hang from the walls like sigils, revolver-like mechanisms teleport you around the area and other gun-themed devices litter the medieval style Gungeon. You make your way through shooting enemies (a strange bunch; walking bullets and shells with corresponding guns, knights, ghosts, a mini-gun wielding crow. These are the more normal agitators). To help you through these oddballs you have a diving roll with generous invincibility frames and one of the most varied arsenals of guns but in a video game (citation needed). You have four characters to chose from who start with different weapons, consumable skills and passive skills. Even more of both kinds of skills can also be found in the Gungeon along with the weapons. The Pilot, for example, gets a lockpick which means he has a chance of opening chests without needing a key, but if it fails the lock is broken and the chest is sealed shut. The Space Marine starts with a piece of armour giving him an extra hit point. I'm actually having quite a hard time with it. I can sometimes get to the fourth floor but I'm not sure if that is good or not. I did rescue a guy one run where he says he can let me skip floors but I don't know how far down I have to go before he lets me use the shortcut. I bet it's the fifth floor. And while I mostly do okay in the Gungeon itself the bosses can be a bit of a bullet hell nightmare and its here I usually mess up, even on the first boss on particularly bad runs. But it does have that "one more go" factor which is important in games like this. It's just fun to play, rolling through bullets, flipping a table for cover and shooting a switch that makes a chandelier fall on a bunch of idiots. And seeing what guns come up is kinda fun too, in an "I recognise that!" kind of way. Some guns are your usual, Uzis, AK47s, etc; and you also have wackier ones like t-shirt cannons, giant shells that fire shotguns, a barrel that fires fish, etc; and also references! A taste of what I've come across is Barret's from FFVII's arm cannon, Judge Dread's gun and the Proton Pack. And many more! Definitely one for the rogue-like likers out there.
  25. I did look for an old thread but it looks like one doesn't exist. I got it the other night on the Switch since it's the version with the free style switching. It's a cool idea that's in later DMC games and I thought it may be fun in this game. In the original you picked a style at the start of a mission. Basically the styles are Sword Master, Gunslinger, Trickster and Royal Guard. They all give you different abilities. The first two are fairly self explanatory while trickster is mostly about dodging and royal guard is a parry system. I do have a bit of a problem with it. It's just the way it levels. In later games you upgrade the styles with red orbs (which give you more moves), the same way as everything else, but here I think it upgrades by how much you use it. So I'm not getting the freedom I'd like without spending a lot of time in the Bloody Palace with the main goal of using a particular style a lot. So that's kinda disappointing since I forgot how it worked. I've forgotten a lot of stuff to be honest. I was having a hoot at first. I sunk in four hours in one session, going along quite well which surprised me as going back to Bayonetta kicked my arse. DMC3 is easier than I remember but then I got to a succubus type lady boss, which I think you get the guitar weapon from but I just can't seem to beat her. I don't seem to be doing any damage but she wrecks you with some of her attacks. I call bullshit, I think she's busted. But I'm sure I did beat her back in the day as I remember messing around with that guitar weapon. How I did it, I have no idea.
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