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  1. regemond

    The Pedestrian

    I'm starting to think all the best titles on Game Pass are the little indie darlings. I've smashed Boyfriend Dungeon. Enjoyed Raji's full game a hell of a lot more than the demo. I absolutely adored The Gunk, and Dodgeball Academia. And now I've played this clever little head-scratcher. Meanwhile, I'm constantly ignoring the blockbusters that hit the service, because fuck it. They can get played another time. Anyway, I've started talking about The Pedestrian on a tangent, and I kinda feel like that's how the game has to be played, too. Your goal is to navigate an incredibly linear world as the stick man (or woman) from public toilet signs. You do this by working your way from room to room, solving puzzles, and all that good stuff that makes a simple game loads of fun. It would all be a bit boring if the concept just involved you jumping about in a world with worse graphics than Super Mario Land, though, which is where this game's USP comes into play. Each area you navigate is set on a road sign-style panel, and might have different doors or ladders to get you into the next area. These panels aren't always connected though. Sometimes you'll need to hit Y (or triangle) to zoom out and see all the current panels you have to work with. You'll then be able to make connections from door to door, or ladder to ladder. You might even need to move the panels themselves to create a line of sight between each exit. Moving panels won't break a connection, but adjusting where connections happen will. Basically, if at any point you break said connections, the entire puzzle you're on at the moment resets, and your progress starts all over again. It's not just about creating a route from area to area, although that's a big part of it. You also have to make the environment work for you. Every now and again you'll encounter a hub level which requires different elements before you can escape. These are acquired by hopping into those tangents that I mentioned earlier. Say you need a key. You might need to head through the bottom left-hand door, which will take you to a series of puzzles, eventually letting you bring a key back to the main room. You might then need a wire, or a battery pack, or even something as simple as a box to hop up onto a ledge that's just out of reach. Once you've solved all the tangents for each hub, you can then move on. You know how in some games they use the same idea over and over again, and it can become exceptionally boring? Well The Pedestrian doesn't suffer that fate. Its physics, mechanics, and even the nature of the puzzles themselves have been sanded down and polished to this outstanding finish where nothing feels out of place. Can't solve a puzzle? That's on you. That ledge too high? You need something to help you get there. Go find it. The very fact that I sat down and finished this in three goes says it all for me. I loved everything it did. It's so, so much fun, and something that literally wouldn't work in any other type of medium. Achievements are very generous, too. I got 1000 points without trying.
  2. This ain't Banjo... It's been a long, long time since I played an N64 game. There are certain things you forget, that are distinct to that console. "Jank" I believe is the modern term. I don't remember the platforming being as weird as it is here? Perhaps because I was used to how the platform worked regarding 3D jump mechanics at the time. Fast forward to now and it is jarring to say the least. Jumping is precise and quite unforgiving. Ironically, you cast no shadow to judge if you will land on the platform you are aiming for. There was an infuriating little jump early on, along the way to acquiring the Asson that brought out a little frustration. Later exemplified in areas involving death traps and (early game) one-hit KO lava. You have a dodge mechanic. But it doesn't work as smoothly as you might expect, coming into this from the perspective of modern From Soft titles etc The remaster gives us camera control with the second stick. It is both an improvement and not. Nowhere is this better demonstrated than in the swimming mechanics. The first time I swam in this game. I tapped the action button, as standard and promptly drowned when I couldn't right myself. Later, I discovered the problem and it's solution. You don't use the action button to swim... You use both sticks. Forward on the left stick to move and steer with the right stick. If it sounds like tank controls, it basically is. But being in the water, it does become intuitive quicker. Ultimately my first session went on for about an hour and a half. Collecting four Dark Souls. The second weapon in the Asson and 66 Cadeaux. Quite intrigued to continue at this point.
  3. 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
  4. 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.
  5. I played through the opening of this, so far better than Avengers I think. The tutorial, which is extremely pink and blue, is a fairly lengthy thing which introduces you to characters which of course you already know about because of all the movies and stuff init. It's mostly a slightly adjusted take on those movie characters, I say that as if I know what the other versions of the characters from the comic are like. Anyway it reminds me of the movie is what I mean, except the guy who plays Mario isn't in it which is a bummer. But I think it's good, not incredible cause it's hard to get a read of whether the fighting turns into something more than what you see at first. I'll say being able to run a game that looks good at 4k dlss and runs at 60 presents a much better impression than watching a stream that runs at 640p and runs at 15fps. I dunno about the console experience, but I do know my experience right here is pretty good *discreetly flexes* As filler tutorials go I thought it was pretty well paced and I was pretty engaged by it, which is saying something cause it really does feel like a 360 game. But it gets away with feeling like a 360 games cause they don't make 360 games anymore, and 360 games didn't run at 4k with ray tracing *dabs*. One screenshot I wanted to get is the little bear guy standing on tree man's back cause I thought damn I like that, but it was in a really dark room and I didn't get the chance. Anyway the rabbit stands on the tree man's back, that is good. I tried to take screenshots but unfortunately they are all super dark cause of weird HDR nonsense. So imagine these screenshots not looking shit, this is what the game looks like (good, not shit) I can't say that this is like game X with a bit of game Y or anything like that cause it's too early to say. One thing I'll say is that it has a stagger meter for certain boss type enemies. Drax (who destroys) has an ability that induces heavy stagger damage. Gamora (the deadliest) has an ability which deals heavy raw damage. Groot (therefore he is) does stuff with branches, uh traps enemies I think, I dunno. Racoon (not a racoon) does ranged attacks. But to translate it in terms I do understand, Drax is Focus Strike from FFVII Remake, Gamora and Racoon are the big attacks that you do when stagger is put on them. Peter Quill (middle name Joseph), he flies around and shoots stuff. The melee part of his combat feels like shit, but this is the level 1 experience. Very early on he unlocks an ability to do a timed powerful charge shot while his guns recover from their Mass Effect cooldown. Kind of a reload that's active, or something like that. I think another game did a thing like this before, I forget. I can't easily follow the flow of fights but I would say having this run at a high framerate is a must for that reason. It's so messy, the way you queue up the skills is a bit clunky. But that's the level 1 experience. It's a very air dashy type game, like a B tier Platinum games joint or something like that maybe. Anyway I'm engaged by the sum of the parts rather than the constituent ones so I will stick with it. Better than Avengers anyway, well the opening is. Also trust me the game looks a lot better than these screenshots, thank Windows HDR for fucking these captures up. Or maybe the brightness adjustment in the game itself, I might try and look into seeing if I can fix that.
  6. Second up in my GamePass games that can be completed in a couple of hours; The Procession to Calvary. A point and click adventure based on Renaissance art that's heavily inspired by Terry Gillingham. Not for the easily offended/religious types - this is the follow up game to Joe Richardson's Four Last Things. It follows a woman who is back from a murder spree in a Holy war and wants to do one final murder as it's now frowned upon. Whilst the humour won't be to everyone's taste, I was laughing out loud from the offset. The game is bonkers. As with my last post, I won't go into it too much as I don't want to spoil it, but a couple of highlights were helping a street magician off a crucifix as he was turning water into wine that killed people, and giving snuff to a midget so he played music faster.
  7. I managed to play a couple of cracking little games on GamePass over the weekend. First up is Superliminal - a cracking little puzzler that I managed to play through in a couple of hours and what a treat this was. It borrows heavily from games such as Portal but by the time you see the achievement for beating the game, it's earned it's place up there with the best of them. The concept is you're someone that's involved in a lucid dreaming experiment and you have 'wake up' in a location that presents you with a series of puzzles based on perspective and your surroundings. It twists these challenges in a way that each never out stays its welcome and the final two levels were sublime. I can't say much more than that to avoid spoiling it (i'd even suggest not watching the trailer) but if you liked Portal/The Witness - that kind of thing, i'd strongly suggest giving it a go. One of the best endings to a game i've seen in a while as well!
  8. Genuinely surprised there isn't a thread for this already. It seems like a game that would be quite popular in here. I started playing this last night in a "I'm gonna play it for 20 minutes and if I don't like it's getting deleted" kind of mood. I'm now 7-8 hours in and it's great fun! Remember Golf Story? It's has a similar sort of Sports-PG charm to it. There's tons of humour running through, and the graphical style is a bit like the Gumball cartoon. You play as Otto, a transfer student to a Dodgeball school, and someone who wants to be world-renowned on the sport. There's a relatively small world to explore, but lots of fun little side quests and plenty of battles to take part in. Speaking of battles, they're a lot of fun too. You play Dodgeball, so if you know the rules you'll have a leg up. Might be worth watching the Ben Stiller film to refresh your Dodge, Duck, Dip, Dive, and Dodge memory. There are charge moves, counters, special moves, and all sorts of fun stuff happening on the court. Matches take place in anything from 1 on 1 to 1 Vs 6, or 3 on 3 contests, and the first to lose their HP loses the game. I've noticed TONS of homages to Pokémon. From the Dodgeball logo to the battle loading sound effect, a medical centre to refresh your team, and battles in long grass, it's just got loads of cool little nods to Nintendo's most lucrative franchise. From what I've read it's not super long, but it's really fucking awesome. I genuinely love this game.
  9. Been playing this for roughly two weeks now and nearing the 50 hour mark. Probably won't be a forum favourite but there's frustratingly little talk about this gem online so here goes. This is based on an anime based on a game, which sounds like some Hollywood nonsense but it makes sense on closer inspection. The original is a f2p PC and mobile card game which got turned into an anime and the anime serves as a base for this game, which doubles as an introduction to its systems and an enjoyable little PRG-light experience on the side. The general gameplay is you're running around your school and other little hub areas and play cards against different NPCs you come across. Progress is being made by beating key players, ranking up in tournamenets or just simply talking to people. So your enjoyment of a game like that obviously boils down to how much you enjoy the central card game, and I've kind of fallen in love with it. It's similar to existing games -- a bit of Hearthstone here, some Magic there, a little Fable Fortune sprinkled on top -- but there's a couple of things that set it apart, first and foremost the feature to evolve your monsters. There's a limited amount of times you can do this and it has a couple of benefits like allowing it to attack in the same turn, increasing its stats and depending on the card it might also activate a secondary effect. The other unique aspect is that there's factions you can choose from but unlike, say, the colours from Magic you can't mix and match, so when you choose to play with a Forestcraft deck, you can't put any cards from Dragoncraft in it. There are, however, some neutral cards that fit everywhere, meaning the deckbuilding process doesn't feel too limited by that aspect. The factions themselves have some unique attributes, like Shadowcraft cards getting special effects the bigger your cemetery of cards is, which adds an extra layer to the overall strategy. I can't say anything about baalnce because that's mostly PvP territory but from the decks I've come across most of them feel viable but some are quite a bit harder to use than others. What I enjoy outside of the card battle is the overall vibe of it. It's a bit puerile with its saturday morning cartoon themes, but there's something very charming about how serious everyone takes the game (like the dramatic music that plays when someone mentions that his phone got stolen for example). It's not 24/7 Shadowverse dialogue though, thankfully. Unlike Pokémon these people do a bit more with their lives than just talk about the thing that is printed on the cover. During some Persona style social links you can learn a bit more about the important NPCs and I liked how one of them used the fairy cards in her deck as an inspiration to become an actress in a fantasy play. It's all very lighthearted, but as I said, very charming. It's also not a run-of-the-mill cheap licensed tie-in. While it's not particularly impressive on a technical level, they really put a lot of details and quality of life features in. For example, every NPC you beat gives you his/her deck code, which means that you can simply recreate their deck with the press of a button if you happen to own the necessary cards. That takes away the (IMO) cumbersome process of coming up with entirely original decks on your own (which is still possible as an alternative). You can still change them up later and maybe work around a weakness you noticed when playing against them. On the visual side there's a lot of nice little touches, like your room filling up with medals and trophies the more you win, tons of different posters hanging around, some cutscenes being animated (specifically for the game, too, as they feature your player character), characters having different writing style when they contact you with messages etc. Going back to what maf said in the hot topic thread, this is not a 10/10 and also not a perfect game. But this might be the most enjoyable game of the year so far for me and a strong contender for my personal GotY spot. In case this piques anyone's interest even a little bit, there's a very good demo available on the eShop and the save file can be transferred over the main game.
  10. Noticed this on the recent PSN digital discount sale. I do quite enjoy a rogue like, so thought I’d give it a go. Hades is definitely going to be one of my favourite games of the year. Is this as good as that? Well, it’s enjoyable enough. But I’d say no. The combat is simple enough, with a melee weapon and ranged weapon. You find various different ones during your run, with different buffs. As with any rogue like, death means you lose all your load out. But as you play, you can collect various currencies that can be used to permanently improve your character. There’s also a light/ dark mechanic. You carry a torch, which can be used to light braziers in each area. If you don’t, you take increased damage if you’re hit while in a dark area. As for the Curse in the title, you have a curse bar, that increases with each door of the arena you open. There are healing areas, but cause significant curse if you use them. You can buy new gear during your run with gold, or get cursed instead. Fill your curse bar up to the max, and you get inflicted with a nasty permanent affliction, I’ve had ones that either increase damage taken, or make it so I can’t see what any curses actually do. You can have a maximum of 5 curses, with the game warning that if you hit curse 5, your run is going to be extremely fucked over. There’s a dodge mechanic, which takes up stamina to use. You have 5 stamina, each dodge drains 1 point. If you’re empty, you can’t dodge, and have to wait for it to replenish, Dark Souls style. You can also parry attacks, but I’ve never been any good at that kind of thing. Story wise, there’s pretty much fuck all. In comparison to the cast of Hades, here there’s literally nothing. Unlike Hades, you don’t go through the entire dungeon at once. You start with 3 to choose from, with a boss at the end. I’ve reached boss 1 three times, killed him on my 3rd attempt, and that was the end of my run. It looks like you have to gradually unlock the option to run through to the final boss. It’s decent enough, and I’ll certainly play a fair bit of it. But it’s definitely not in the same league as Hades.
  11. radiofloyd

    Eastward

    Played two hours of this so far. It’s a beautiful looking game that combines elements of Zelda and Final Fantasy. The biggest influence seems to be Earthbound, there is even an in-game rpg you can play called Earth Born. I like everything about the game. It takes its time with the opening, there are a lot of references to the “surface world” but the game doesn’t dump you there within the first 5 minutes. As far as I know the game was in development for many years and it certainly feels like it. To use a cliched description, it feels like a love letter to those games I mentioned. My kind of game. I’m happy to see it’s gotten off to a good start on Steam (88% positive rating after 2000+ reviews so far). It hasn’t dislodged Tales of Arise from the top spot in Japan but when I bought it it was the third best selling game so that’s good.
  12. Nag

    Tormented Souls

    Spent a few hours with this on Sunday... what with deaths and stuff I didn't make it too far. The game starts with you (as Caroline Walker) receiving a postcard from missing twins pointing to an abandoned mansion/hospital, of course she decides to traipse over there and ends up being knocked out... she wakes naked in a bath, connected to respirator and missing an eye. The game straight up plays like the old style Resident Evils, fixed camaras with tank controls... although the new controls included in Remake are also present here. Early on you are given a Nail Gun and Crowbar, these are the primary attack choices through the game... I know you later get a Shotgun too. Enemies are a lot quicker than your standard zombies so I've taken to shooting until they fall then caving in their skulls with the melee weapon. It's gone really old style with limited saves (that work just like Resi) and no auto save at all, you die you lose the progress... and that sometimes hurts, I think I've been conditioned with modern gaming that not much is lost on death. I got to a certain point on Sunday where I basically had to tap out a rhythm on a door knocker to open a door and was convinced that my game was bugged, it must have taken me 15 minutes to get through that bastard door... I turned it off minutes after that but up until then I was enjoying it a lot... they've nailed the atmosphere. Looking forward to getting back to it tomorrow.
  13. I was sure there was a thread for this, but apparently not. If anyone sees it post the link and I'll merge Neo The World Ends With You plays quite a bit differently than the original The World Ends With You. Rather than knock a puck between screens, because now there aren't 2 screens, you're instead using your teammates in a battle arena, do enough damage with one of them there'll be a moment where the enemy is vulnerable to a combo attack where you carry on the attack with a different character. Doing this fills a meter that lets you launch more powerful attacks, but I can't say I've been using the special all that much really. The thing that makes the combat notable, in theory, is that each character is assigned a button based on what pin they're assigned (TWEWY is all about badges 🦡 ). So you mash the X button, then when there's a prompt that the enemy is vulnerable or that character has ran out of attack power, you switch to the Y button, or R, L, ZR, ZL, whatever it is. It means you can be looking at meters a lot, seeing if people are available to attack, although as you stick with the pins you just learn the rhythm of them. It's worth stick with some too as they all have the ability to level up or evolve, so stick with them to max out their potential, then switch to the next one. Nothing new to use, then stick on a powerful one you like The tone of the game is similar to the original game, to a point. It's not as misanthropic as Neku could be, but the flip side to that is that the supporting cast can be very annoying. That Japanese game/anime thing of a character having a particular trait, like really liking maths, so every word out of their mouth is about maths. There's precious few characters I can say I like because of this, there's one from another team who seems alright, but then constantly throws in Spanish, Italian of French phrases because he's travelled, rpgs are too long for that king of shit Given that the premise of what TWEWY is about was already revealed in the first game, to mix things up in this one everyone has latent powers. Fret can plant words in people's heads to remind them or influence them, Nagi (a character you get a few days in, it's a while before you get a full team) can rid them of corruption, and Rin can travel back in time. It's all narrative based, and Rin's power does mean a little too much fucking around, but it's better than them holding back the reveal most of the people playing already know I'll say, so far because it took until the end of the first week for me to click with the first game, that it's not a patch on the original. Which is fine, I just want it to be good, and at the minute it's just a bit dull. Possibly my fault for getting in to too many fights, but it could do with being tighter and a little punchier. The day I'm on at the minute is basically a Conquest mode, I need to run around taking on other teams in their zones to earn points, it's something a little novel and different from what's gone on before, even if I suspect they'll change things and revert back to the fannying around of the first few days
  14. This is very good. The original was a pretty unique take on classic Metroid but this is something else. It still has recognisable hallmarks, especially in relation to the first game but it takes the unique aspects of that and uses those to build off. If anything it proves it wasn't a fluke and the unique aspects can carry a game. I dunno how many people here want to play it as I don't really want to talk about it too much at this point as the abilities you get are unconventional half the time and help keep the exploration a puzzle. It's pretty difficult though since it's mostly melee combat, but it could have been just me adjusting to it from playing the original right before this. The exploration isn't always easy, too. It keeps it a little easier since bosses can just be ran past if you're not feeling like you're ready for them on top of the very light stealth elements for regular enemies. Exploration is the core of the game. I'm stumped at the moment. I'm blocked off from where I need to go but I'm in that situation where do I need an ability I'm missing or is there some hidden way and I gain the ability in the place. I'm leaning to the latter since I've combed most of the (pretty large) map.
  15. Just by typing the title I realised they could just have dropped the "2" from it, nobody played the first one anyway unfortunately and it would look nicer visually. Anyway - I've finally started playing this over the weekend. Due to certain circumstances I didn't get as much time with it as I had hoped (see here), but I did manage to finish the prologue of sorts which takes about 5 hours. Lots of good things here with few negative stuff, but overall so far it's pretty much exactly what I would have wanted from a sequel. Fundamentally it's still Monster Hunter x Pokémon, meaning you gotta breed them all by collecting and hatching monsters from eggs. Those monsters will then accompany you on your travels and both help for traversal on the map due to their faster running speed or other special skills (jumping, cimbing, swimming etc.) and during combat. During combat you only have limited control over them, but each has its own tendencies, so switching between them depending on the enemy is the way to go. The basics of combat being rock-paper-scissors haven't changed, so you still use this feature to build up the Kinship Gauge, which is basically a mana pool that allows you to use skills and command your monster more directly by letting it use special moves as well. New to Wings of Ruin are weapon classes. In the first game your weapon only influenced the skills you could use as your character was more of a support for your monster, but this time you play a more virtal role and can target weaknesses with a weapon type that is particularly effective. An early example is smashing the rock a monster uses for a weapon with the hammer, or cutting its tail with a greatsword. Outside of combat it's a classic JRPG experience with semi-big HUB areas, quests, treasure chests and such. One thing I have mixed feelings about is the NPC partner that's with you most of the time during these initial 5 hours. I don't have anything against the character and she's certainly easy on the eyes, but it takes away from the feeling of it being a solitary adventure, with only you and your Monsters à la Pokémon. Now it could be that she goes her own way at some point but the fact that she levels up after combat and that some enemies have rather huge HP pools I get the feeling that it's designed to have a party of two (or four, technically) most of the time. There's been a lot of talk online about the technical side of the game. In context with the hardware it's running on, it's certainly less impressive that the original. Where MHS1 was basically a triple-A game on 3DS, this feels more of a budget mid-tier game that suffers from a low-ish framerate and some horrible pop-in. It's not without its charms though, as it has a very vibrant and nice style, the character models are great and during combat it really shines with impressive animations and effects. And the sound effect that plays when you land a critical hit on a downed monster might just be one of the most satisfying I've ever heard in the game.
  16. Probably anther topic doomed to die in solitude, but this is such a unique concept that I wanted to put it out there. I also didn't see much of it in the media space, except for a preview in some magazine a while ago. I usually preface an explanation by saying "this game is a bit like X and has elements of Y" but I really can't do that here because I have never played something similar. It's kind of a dungeon crawler with the setup that people get sucked in some game world where they transform into dice. After that you have to go through multiple floors per level with your character, fight baddies, get to the exist and hopefully collect all the loot in between. 90% of it is combat and here's how I'm going to fail at painting a clear picture of how it plays. Your character has a bunch of actions and a number of dice per turn he/she can use. The dice are rolled and therefore random by nature and actions usually either require or are influenced by the number of the dice. For a strong attack you might need to stack multiple values until you reach the total it needs or if you have an attack that does [ ] damage, the value corresponds to the dice you use to activate it. But that's really just the snowflake on the tip of the iceberg. Some actions require even or odd numbers, or have a minimum or maximum you need to use. Then there are the player characters: the first one is super basic and easy to understand but it can get really complex later on. The robot for example doesn't draw dice, but calculates them on a 11-digit scale. For every time you create one, you're getting closer to the limit and if you exceed it, your turn is basically wasted, so that's a nice risk-reward feature. The witch needs certain values to brew attacks in her cauldron while the tinkerer has a special skill he can freely use, but has to switch it out for a new one after every battle, meaning you can't rely on those powerful moves forever. As borderline impossible it is to explain with words, it actually does an excellent job of teaching you when you play it so there's that at least. So far I quite like it. I don't love it, but it's a unique concept and it's the perfect handheld game, something the Switch unfortunately doesn't offer too often anymore. One run through a dungeon is a 10-15 minute affair, there's barely any loading times, battery usage is minimal due to every just being 2D pictures etc. It's currently on sale and I got it for free through star points but I wouldn't have regretted paying for it.
  17. You know the first thing about this that made me smile? It comes with a manual! I can't really recall the last game I had that came with a real one? Anyway, this game (at time of writing, I'm not upto the second boss yet) warrants being remade. The original game was made in 1986. Gaming has changed a bit in 35 years and a straight up port isn't really going to garner any positive attention. Which, looking at some reviews and scores, this really has. Which, so far, I can only agree it deserves. Oh and two things. 1) I never played this Alex Kidd game, so there's nothing rose tinted there. 2) I definitely won't be playing this with the infinite lives cheat on. With how extremely generous auto-saving is in this remake, it isn't really necessary.
  18. i've played persona games before but no smt games, i guess so far it seems pretty similar but without the daily routine/social link stuff, and the demons/personas are in your party rather than being sort of summoned. you have to talk to the demons to try and recruit them, although this is often bollocks as they ask for loads of stuff and then just run away, i still like it though, they say weird things and it can be pretty funny. the demons mostly look familiar too as they're pretty much the same from the persona games. i'm playing the super easy mode (which is free dlc), and it's really easy, i could have coped with some more difficulty, maybe a mode inbetween the normal one and the super easy one. but it's supposed to be quite long so the super easy mode should help with that. it's probably a good job i'm on the easy mode too as my main heal spell changed into something useless, and i've probably given most of my good healing items to demons while trying to recruit them. so i don't have many ways of healing at the moment but it hasn't made much difference. minor spoiler for stuff near the start of the game this is a ps2 game i think, i'm not sure if any graphics have been upgraded, it doesn't really look like it, it just looks like a ps2 game in much higher resolution. so far it's alright, i'm quite enjoying it but it's not been amazing or anything. i'm going to keep playing anyway.
  19. So, this has finally seen a multiformat release (it’s out on PS4 tomorrow but pre-orders get it a day early). The Ghosts series is something I’ve always enjoyed, but rarely managed to finish. I did complete Super Ghouls N Ghosts on the SNES back in the day, which certainly took some doing. In terms of difficulty, this is certainly the most player friendly yet. If you fancy a serious challenge, stick it on Legend. Squire, the lowest difficulty gives you several hits before you die, but apparently locks away some content, though I don’t know what yet. It’s still a tough game. I died several times against the first boss. And it still has the typical death traps that will almost certainly kill you the first time, due to how unpredictable they are. I do miss the double jump feature from Super GnG, as a lot of my deaths have come from falling into pits. Or getting overwhelmed by constantly respawning enemies. I’ve reached Level 3. The second boss was a bloody chore. We shall see how it goes…
  20. I didn't entirely know what to expect from this but gave it a go, well you take pictures of pokemon, but i thought it'd be more like an arcade game where you're scored per run on how good your pictures are or something. it's not really like that, you're more scored on individual pictures. for each pokemon there's 4 star levels of picture - which is dependent on what the pokemon is doing, and for each star level you're rated on how good the picture is. the game doesn't really know how good a picture is, i've taken some great pics and the game just tells me they're crap. it's based on more simple stuff like is the pokemon looking at you, does it fill the picture, stuff like that, which does make sense most of the time. and you can do stuff to try and change what the pokemon is doing - such as throwing an apple at it, or playing a tune. it's pretty fun, nice and relaxing, been playing for maybe 10 hours or so, it's good for 30 to 60 min go, not sure i'd want to play it for hours at a time. sometimes i miss something and keep having to replay a level to get it but the levels are pretty short so it's not really a problem, you're supposed to replay them. you can only submit one photo per pokemon at the end of a level which does seem like it's just to make the game longer, but i guess it does add an element of risk in which one you should choose/will it be worth more points than one you already have, or do you pick a crap one from a star level you don't currently have etc. I'm not always sure how you unlock more levels, but probably from leveling up the levels by scoring points on them (which makes more stuff happen on them and new pokemon show up) and sometimes they ask you to photo something specific. not really sure what to say about it overall, i'm quite enjoying it, but it's not super exciting or anything. if you want a game about taking pictures of pokemon - it's great! i'll probably end up having to look at a guide for how to get some of the different star level pictures.
  21. spatular

    Good Job

    edit - realised i didn't really explain the game - you're the bosses son or something and he gives you a job in this huge office building, you do jobs to work your way up, like deliver parcels, fix projectors, assemble robots. but you're incompetent and generally destroy everything. and then you get promoted. Got this in a recent sale. it's a bit all over the place and i didn't really like it at first but quite like it now. think i'm on level 6 of 9 or so. It's one of those type of games i think looks fun in theory but not sure i'd have fun playing it, like surgeon simulator or that octopus dad game - but i don't really know how close it is to these as i haven't played them. there is definitely some game in good job anyway but the controls can be really annoying sometimes - mainly when trying to maneuver/drag stuff around. and it can be pretty funny destroying an office just to put a box in the right place or install wifi or whatever. the points for destroying stuff i don't really understand as you should get points for it because it's fun but you don't, it seems to mark you down for it but at the same time doesn't seem to matter - seems like the main thing is to do stuff fast to get a better rank - but i'm not totally sure about all the scoring stuff. quite a few of the missions, especially near the start, can be boring/repetitive, but there are some great missions too. i think it generally gets better but it might be just me getting used to it. not sure, but after a bad start am quite enjoying it now anyway. did anyone else play this?
  22. DANGERMAN

    Genesis Noir

    Credit to Genesis Noir for having an unusual story. Before time and existence a good give physical form to his experiences to make sense of the world, falls for a beautiful jazz singer (also a god), her ex gets jealous (also a god), and kills her. The explosion from his gun is the big bang that starts the universe as we understand it, and you travel through time to find a way to make the bullet miss her, something you can do because you don't experience time as we do. All of this is jazz themed, but you'll bounce through various times, from cavemen to feudal japan and so on As a game, its not really anything special. I've played it on pc and did everything with the mouse, it's almost always a case of clicking on something or spinning something, it's rare the puzzle itself is especially difficult. What can be difficult is knowing what's expected of you. I got stuck really early on because I didn't realise I could click on something, and that was all I had to do to move on. I've had it be temperamental too with what you're clicking on which has again led me to being stuck on very simple puzzles. The only but I had was on a clock puzzle later in the game. I needed to set a particular time, but I couldn't back out from the clock view to see the time again. I think something similar may have happened earlier in the game too looking at the clue board. It's not great but there's some cool things to look at, it's original and I could see some people really clicking with it, it didn't really do it for me though
  23. It's difficult to talk about this game here since we don't have many Monster Hunters here. There are many nuances that are different to previous games; are they better? at this point I'm undecided. Some ways yes and others no. I dunno how to talk about MH to you guys. Just sack off whatever mediocre shit your playing now and get into this. Fuck your story based games. They're not good: play a few hours of this then watch something from the Criterion Collection. You'll be better for it. The weapon types are made in a way where you need to sink serious time into them and defeat the enemy types optimally. There's true satisfaction in that. The variety of play is so broad and also has so much depth. How ever you prefer to play you're covered, unless you're a stealth pacifist type then either get eaten or disappoint your comrades. But this has been the case this whole time with MH. I can't help you if you're not cool enough to be into it. And I'm sympethetic; I'm also a relative newcomer, but I saw the error of my ways and I hate to see people making the same mistake I did. This is a hard follow up to MH World and not only because of the obvious technical limitations, although a shift in gameplay and level design make up for it since the mobility options make every inch of the map explorable. But I will say that the ground, intuitive routes feel like classic MH so when you start to fuck around with your mobility for a moment it feels like a whole new world is opening up to you. It's so smart. We're here to fight monsters, though. And that's great. Always has been. But what Rise does different is okay. I just say that because the big drama mechanic is mounting monsters and taking control of them, which is really cool to do, but it's rarer, and less immediate than what you can do in Iceborne with the clutch claw. It just feels a bit weird this lesser console having a mechanic (which is literally having control of a monster) more advanced but it just doesn't feel as good as just being able to slam them into a wall from the position you mount them. But there is also a lacking in drama to the gameplay compared to MH World. It's not so lacking it feels like Dauntless, there is definitely more gameplay driven drama here, no doubt. And I can't stress that enough. I guess it just lacks the flourishes I got used to. I always feel like I gotta be more down on something I'm actually hugely enjoying. I'm just countering strawmen in my head. But I'm super enjoying it overall. I would talk more about how the bugs you control give you mobility but I've still not got used to them despite being 15 hours in. I've been doing okay but that new mechanic has a lot of depth I've not been able to figure out yet. Early on you can play like an old idiot and get away with it. But one of the last fights I had was against the new, flagship beast and his fight is clearly designed with high mobility in mind so I guess I gotta work on that.
  24. Finished this over the weekend, really enjoyed it, you basically beat the crap out of loads of bad dudes. it's fun. send your team to different parts of the map and switch between them to get stuff done faster. the dodge/flurry and countering baddies with bombs/ice and that stuff is good fun. and the characters play a bit differently, which is good, mixes it up a bit. there's a really cool move impa does where she there's a big world map with main missions, loads of side missions, and fetch quest style missions - and while i don't like fetch quest stuff this is at least reasonably well done here with an icon on the map tells you what you need, you can mark it to show what missions you need to do to collect the stuff, then just click on the icon to complete it - no messing around talking to people. there are absolutely loads of side missions, i'm making up numbers here but say there are 40 on the map, i maybe did 10, there's probably more i've not unlocked. the weapon merging/leveling up is a bit annoying and boring. was playing it pretty slow, mission or 2 a day, the game timer said it took 30 hours or so, it seemed like less though, not sure. there's still loads of stuff to do, including what looks like more story stuff after the credits possibly. the story was cool how it fits in with botw, although i forgot some of the plot of that which confused me First time i've played a dynasty warriors/musou game, i'd probably play another but bad timing as the persona one is out in a few weeks, doubt i'll want to play one again so soon. oh yeah it looks really nice too, although performance sometimes takes a hit - i didn't find it too bad.
  25. mmmark

    Balan Wonderworld

    I was just two and a half hours playing the Balan Wonderworld demo. It’s not half as bad as I’d heard on podcasts that had also clearly only played the first two levels of world one before turning it off and deciding to tell everyone it’s the worst game ever. The opening levels are a bit crap but the later sheep and the cog worlds are much better. I’m not talking Mario levels of quality but certainly gets better than the opening world. Plus the later costumes you find you can use when you go back to previous worlds to get to further trophies which in turn opens up more worlds. The music is also better later on. Not completely awful but an alright time waster and with so few games of its kind on xbox and PlayStation beggars can’t be choosers.
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