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So after, what? 9 or 10 years Dead Island 2 is finally here and you know what?... I'm having a pretty decent time with it. The first thing I'll say is it feels like an Xbox 360 game... and it's a matter of opinion if that's a good or a bad thing. For me after Dying Light 2 tried to do far too much (in my opinion) having a game that just wants me to hit things until they fall over in a bloody mess is more than OK. The other thing I wanted to say is the opening hour or so is pretty bad... shit weapons that break way too easy and spongy enemies that hit way too hard... or maybe that's my own fault for picking the poor, frail girl character... who knows... anyway things liven up when you get your first real mission and access to a workbench. Anyone who's played the original games (or the Dying Light games) will feel right at home with the modding of weapons and such, electric swords and and flaming golf clubs... all that good stuff. The flesh system is really cool, thwacking a zombie in the face and seeing its jaw dislocate and detach is pretty mind-blowing and adds a lot to the melee combat (not found any guns yet) The other cool thing us being able to use liquids... I was doing a side mission and reached a part where ther was about 10 zombies banging on glass doors trying to get in... noticed a fuel can and explosive canister, picked up the can and poured fuel the entire length of the doors, hit the canister which ignited the fuel and blew out a window which allowed the zombies to walk straight in to my pre-made Inferno... no more zombies.😂 I've also just picked a perk for a pipe bomb... which is hilarious. Anyway, I like this game, admittedly I've only put around 5 or 6 hours in so far so we'll have to see if it can hold my attention but it's off to a good start.
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I started playing some of this. I'm definitely going to need digital foundry to hold my hand on what settings I should be turning on, the auto detect option on the game itself recommended I max the game out but that isn't happening. I figured I would settle for 30fps but the camera motion in this is really bad, it doesn't feel good. So I'll have to tweak that. Anyway it's very janky and hard to play so far. Everyone makes a big song and dance about DLSS but it dont play well with camera movement. I guess there is a hell of a lot of detail to be reconstructing all the time. Sometimes the game looks spectacular but sometimes I'm sort of finding it to look kind of terrible. Part of it is the game feels sort of weird. People phase into existence in front of you, cars render in front of you. Obviously there's weird shit with people t-posing but that's minor. At one time in a cutscene V was completely naked for no reason, that made me lol and makes me wonder if your model is always like that cause it's a FPS game and you can't see your tits or dick or whatever. Gameplay wise I find it hard to play and the HUD and text is such a bad clash of colours and design that I can't tell what's going on half the time or what the things I'm picking up are. This could just be the awkward teething phase but it feels kind of gross. The driving is also really swimmy. I mean I'm sure it gets good as you go in but yeah it's like kind of clunky in a really strange way. These guys did make The Witcher III I suppose. It feels like someone took Euro jank and gave it all the money but kept the jank. The game throws a million things at you at once and displays a bunch of info on your HUD that's hard to keep track of. It's not a very gentle easing into the world, it sort of just throws you in and you're constantly bewildered, well I am anyway. I'm confused. There's a lot going on here but it's not so much that it's deep just that there's a fucking lot of it and I can't be arsed to read it all. I played 3 hours of it, one of which was a big shootout. The shooting doesn't feel good, but it sounds good. Aiming is bad, there's a lot of control options to figure out so I will definitely be following whatever guide somebody puts up to fix the issues with it. Anyway it's cyberpunk, it does the Bladerunner thing. Pris is in it, sort of. That's what people wanted, a very Bladerunner-ey game. Except this is less chin stroking and more aggressive 90s Rob Zombie in your face all the time. Feels of an era This game is very hard to run, pretty much never see 60fps at the settings the game recommends for me. It's exactly the kind of game people were expecting, an absolute monster for both GPU and CPU. A new Crysis.
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Began this right after 2, using Xemu, am on chapter 9 or thereabouts. Progress is a lot quicker than NG2, so playing these back to back shouldn't burn me out I think especially as it's very different in its approach to stuff. NGB is from that era of action games pre-DMC3 where they were more than rooms connected by corridors with things to kill in them. I consider it to be the most interesting era of 3D action games before they got way less flexible and less imaginative. They could be genre hybrids cause 'character action' wasn't a codified thing yet. So sort of like how DMC1 is Resident Evil with hack and slash juggling combos, NGB is like a single player fighting game with a sprinkle of Prince of Persia/Tomb Raider in it. Combat is heavy on commitment and choosing attacks based on their specific usefulness for a given interaction (aka, don't just spam buttons), and the PoP stuff comes in with lots of puzzles and platforming, not necessarily massively challenging but not trivial either. It's also got a very 'open' structure to its world, with lots of interconnected alleys and paths that are locked early on but can be accessed later, so it's a world you can get lost in, something which is impossible in NG2. It's not quite Metroid but it's something, and it doesn't feel like it's hyperfocused on one thing but tries to execute generally well at multiple things. This is also why I played Black instead of Sigma, as apparently Sigma reduces a lot of these elements (which I forgot, or didn't notice before as I played Sigma 1 first) It makes the world feel a bit more lived, that you aren't just going to each room to diligently kill everything in it and that there might be a platforming or puzzle bit instead. I don't know why exactly that is, but it just does I think. Not all of it is good, some of it is really annoying and the save point placement will do shitty things like put a PoP wall run platforming bit right before a cunt of a dinosaur boss fight, making sure to drive you insane with its repetition. I used a save state for this one area, I just had it and would have izuna dropped my TV if I had to do it again, doing a wall run across a platform with a treasure chest in the way for the fiftieth time was enough. But I think the game is otherwise a more interesting construction than modern types of these games. I was reading a thread somewhere about remaking this game, and someone in there made the point that things we call 'outdated' and 'clunky' are often also just well articulated design decisions, and even some of its flaws are what gives it its flavour and identity and remakes can often smooth out/streamline stuff like that in the name of quality of life. It helps with pacing as well to not just be a constant bloodbath like NG2 is. My weapon of choice is the flail, found it hard to manage in 2 but here you can easily rack up massive multi-hit combos with XXX->XXXXY. Charge up ults with essence to keep the blood flowing. The lunar is not as good in this as in 2 as you can't as easily scoop enemies up in an Izuna Drop I feel, and the way that enemies are far more defensive in this makes it less friendly to spamming as it is in 2 also. The boss fights still aren't up to much, but they're straightforward to beat. I remembered Alma being harder but I dunno, you just zap across the screen a few times, hit her a few more times, and dodge some obviously bad stuff that's well telegraphed.
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About time for some impressions, I think. So its a 2D fighting game made by ArcSystem Works, a studio famous for its 'Anime' fighting games. They usually have a lot of systems and movement options as well as combo systems that can be extended to let players do some crazy stuff as long as they have the execution to do them, which is usually quite hard to do. They have made it simpler here. The first thing is its very easy to 'get in' in DBF since you have a button that activates the 'Dragon Dash' which has you fly across the screen and home into your opponent, and it also goes through most projectiles so for beginners fighting each other having that is useful for swiftly getting in. But it is very punishable, so learning when to use it properly is an early lesson. It has a few mechanics to aid beginners because I'm sure they recognise that this is a Dragon Ball game and a number of people playing it won't necessarily be into fighting games, they'll just be fans of the show so letting them have a good time is a priority here. One of the other ways they do this is by having auto-combos (performed by repeatedly pressing the light attack (LA) or medium attack (MA) for a more powerful variant that ends in a metre costing super). They're not a thing I'm fond of as they won't teach you the game that well but they do make for some cool looking action. The auto-combos, in fact, are totally unique combos. In a lot of other games, they are the same visually as manual combos but do less damage. And since they are unique here its a shame to see them locked into the auto-combos and not be able to do them manually. For example, Frieza, a character I use has a really cool looking move in the first part of his auto-combo which launched them into the air. So what I sometimes do to mix things up is perform the first half of the A-C then go into a manual one when in the air. But I wish I had the option to do this move anytime. But while there is a very flashy and basic fighter there is a high skill ceiling here as well, which you will discover at the time of writing when you go online. It isn't as high as ArcSystem's other games but there is still quirky stuff. Since this is a 3v3 fighter you can call in a member of your team to do a one-off move and jump out again. Using these can give you the ability to get hits in and continue combos where you couldn't without. Or they can be used to cover approaches, help defend etc. There is also the little mechanic also found in ArcSytem's other games; the jump cancel. Its something I've always known about but I've not really put serious time into learning but if you want to get beyond hammering out basic stuff you gotta get used to it. Essentially any medium attack can be jump cancelled. A common thing to do would be crouching MA (which puts them in the air a little), standing MA (pops them up a little more) then hit up while the animation is still happening to quickly meet them in the air. Since you can only use your proper launchers and Dragon Dash once per combo link it frees you up to use them later in the combo and its the mastery of this that really frees up the fighting system as a whole. It's here where it really gets fun. I've not really played the story yet but I hope to get round to it soon (it's kinda bonkers it's about the Dragon Ball gang being controlled by an entity and they turn to the camera when referencing this entity) and it also has this weird turn-based map system between fights. There's other stuff. Sparking Blast and how the online seems to be kinda borked at the moment in that the games run fine until it kicks you out of the lobby for no reason, but this will do for now.
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The controls are really weird, I keep pressing the Touchpad for map and calling my horse with the wrong D-Pad button (thanks AC Odyssey). The gunplay doesn’t feel like it’s evolved since the OG RDR. It’s so incredibly clunky having to click in and out of cover and move up to the next position, felt like the analog stick was stuck in treacle. I’ve only had a few gunfights but every one has been a chore so far because of it, you just feel like just staying in one cover position so you don’t have to keep moving. I really didn’t think I’d be saying this but the R* game it most reminds me of is LA Noire. Early on there’s a cabin you have to search and I was just going around hugging walls and inspecting/picking up objects like LA Noire, you can do this with almost every richly detailed interior too. The quality of the writing, cinematics and atmosphere created though is truly phenomenal. The opening feels like you’re in and the attention to detail of the world and environmental design is astounding. I’ve been overwhelmed already with everything there is to do, I sat down and played Dominos at the camp for 40 minutes last night. I haven’t even discovered a lot of the side activities either, it has all been so bewildering that I haven’t quite got a handle on it. I’ve been a little disappointed with the ‘talk to strangers’ thing too as a lot of people in the only town I’ve been in have only had the ‘Greet, Antagonise, pull weapon’ commands which don’t really seem nuanced. I have had a couple of cool stranger interactions outside of the town though. Overall though, it’s just intoxicating and I can’t wait to dive back in and properly get used to my surroundings and all the different systems at play. The gunplay is easily my biggest grievance and if I don’t get used to it or it improves I feel it’s going to massively drag the game down in terms of enjoyment for me.
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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:
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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.
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yeah so, i like this, it's a bit different to previous mgs games, in that the map is massive and you do missions in smaller parts - and you get a horse to ride around on - bit like the witcher 3. controls are confusing like normal, but pretty well explained. there seems to be a lot of scope for sneaking and doing things differently which is cool, but i am a bit rubbish at it and often get spotted while trying to be sneaky and end up killing loads of people - which is what i usually do in mgs games. doesn't seem to be an easy mode but it's not been too difficult so far. there is a chicken hat you can equip that stops you getting spotted a few times after you fail once or something - that might be the easy mode - unclear. you can hide while riding your horse by sort of hanging off one side of the horse, i thought that sounded ace so... the into/prologue part is a sort of long interactive cutscene, which has some funny/cool bits, and some rubbish/boring bits imo. after the first bit there hasn't been that much dialogue/cutscenes which is odd. but i'm not too far in so there's still time. extracting stuff is awesome.
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This is just for the demo so far... release isn't too far away now though. I'm presuming this isn't too far in to the game, you start out already having met Carlos and entering the Subway train, after a brief conversation you're free to head up to the streets. First impressions... and it's a big one, HDR is vastly improved over RE2... I wish they'd actually go back and fix that but after a year its highly unlikely, anyway it's a lot better in this game. It controls very similar to RE2 but with the added dodge, I actually had to go and change the controller setup as I didn't like where they'd put run (clicking left stick) with the change it felt much better. Obviously it looks lovely, already it's a much more colourful game than RE2, shooting feels pretty much identical... all though I think they may have toned down the zombie dismemberment a tad... presumably because there's more on screen. I've had a good wonder around, it's got some nice little shortcuts you can open up to move around easier and I'm surprised at how many shops you could actually enter. I didn't actually get to finish the demo though... Nemisis killed me...? Everything is looking good to me so far, fingers crossed that shitty real life virus doesn't delay the game.
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Got my copy early so gave this a go this afternoon after I finished The Inpatient. Starts off similarly to a lot of Monster Hunters, getting you into your camp quite quickly after a few scripted sequences, tutorials and lots of cutscenes. Spent awhile honing my character - went for my traditional ginger lady, had to change her hair as soon as I was able to in camp though as it just looked shite. Went for a tour of the camp and tried to take in where everything is, there’s definitely a lot to take in but I remember quite a bit of the layout already. Chose my weapon - went for the Insect Glaive. Tried it out in the training room afterwards and had an absolute blast with it, felt like Dante or Bayonetta or some shit, I was doing aerial gymnastics like nobodies business. Went on a quest after this to kill some jagras which was incredibly simple, cool to finally get to do my first quest. As soon as I finished all the online stuff opened up, I didn’t even realise the servers were online yet. Messed about a bit with the squads and checking out the new gathering hall which is fantastic. I’ve created a squad for us by the way, it’s called MFGamers - unsurprisingly - if you search for it whenever y’all get the game it should pop up, if not send me a message and I’ll invite you. Hardly got into it really, but it looks and feels phenomenal so far, cannot wait to get truly stuck in to some tough monsters in my next session.
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Ok. So I’m a huge Dragonball Z fan. I first watched the series back in my 20’s, via the heavily edited Toonami dub (people never died, they got sent to ‘Another Dimension’). Years later I rewatched the American dub. And a few years after that, the Japanese original. I still have a lot of love for the series. So I was certainly interested in this. Visually, it absolutely nails it. It looks exactly like an episode of the anime. And it’s certainly a nice touch that you can play either with English or Japanese audio. It doesn’t get off to a great start gameplay wise though, with a pretty poor ‘training’ mission. I’ve seen a few videos of “stuff the game doesn’t tell you”. And a glaring omission is how to fight. Sure, you get three pages of a control pad, showing you what the buttons are. But there’s no explanation given in how to actually fight an enemy. I know, as a fan, that you have to charge Ki to perform energy attacks. But it doesn’t tell you that, so newcomers may be a bit puzzled why their special moves aren’t working. There’s a couple of prompts at the bottom of the screen (hold these buttons to do this move). But as far as tutorials go, it’s not great. I then experienced a bug which meant I had to reload my game. “Walk with Gohan to the fishing spot” I was told. Great. Except Gohan vanished, and after 5 minutes of searching it was clear he’d fucked off into thin air. Part of the game is open world, where you can fly around collecting Z orbs of different colours, to level up your abilities. Again, the game doesn’t tell you what these are for. Then there’s the Community Board, which is frankly a mess. You get a board, and when you meet characters and perform certain actions, you gain their icon, and can place them on your board. Putting certain characters next to each other grants you bonuses in combat. Some characters have their own board (Goku’s wife, Chi Chi, and his trainer Master Roshi). How do you add icons onto their board? I don’t have a fucking clue. It speaks volumes that the first time you access this part of the game, you’re barraged with about 6 pages of information. And I’m still none the wiser on what the fuck to do with it. Anyway, only a couple of hours in. Maybe things will make more sense as I go along. Or it won’t, and I’ll just mash buttons and hope for the best.
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I've been playing a bit of the campaign, and it is so much better than I was expecting it to be. It is called War Stories and is split into five separate parts following different characters and scenarios. I've only done the first one after the prologue so far, Through Mud and Blood where you and your squad are pushing forward in a British Mk V tank, and it was really good. It is quite poignant in places, and has great use of music. It looks bloody fantastic, too. Not tried the multiplayer yet, which says something of the single player as it's normally the thing I go for first in a FPS. If you leave it on the War Stories menu long enough, a lovely piece of music with a female vocalist starts playing and it is quite beautiful.
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Started this last night, have probably put around 6-7 hours into it so far. I'm not going to go into too much detail as folks have already put up detailed impressions of their time with the demos. But, yeah, seeing as my expectations for this were pretty much 0 and I'd not played any of the pre-release demos, alphas etc. I have been pleasantly surprised. The graphics are what I noticed first really, it looks absolutely phenomenal. The voice acting and motion capture for all the characters just feels so incredibly lavish as well, all the performances are amazing and the motion capture just looks and sounds like one of the most realistic I've ever experienced. The hub world is reminiscent of Destiny's Tower but it feels much more Biowarey than I expected it too, it feels like much more of a real, living, breathing place than the lobby-esque workmanlike aesthetic of the Tower. Throughout the first few missions more and more areas of the Fort are introduced to you and you discover new people and places to see like a lovely plaza and bar. What has surprised me the most about the base is probably the NPC conversations though, you have multiple people to speak to after pretty much every mission you finish and talking to these different people to get to know them is a real joy, it doesn't feel like some throwaway exposition dump like in Destiny and other GaaS shooters, you do feel these folks have personalities. The 'action' part of the game I just felt like I was playing an Iron Man game really, there's not really any other way I can describe it. It felt fucking amazing to jump of of the cliff face outside the fort and just engage the thrusters for the first time. Combat itself feels way better than I expected too, although it has been very easy so far with me dying once and my shield being depleted on only 1 other occasion, all the other missions I've played have been a breeze. I have had quite a few bugs. Textures popping in some places - one time I was flying around and a whole environment was pretty much white and then spawned in around me making me crash -the helmet of your character not appearing on the cutscene that plays just before you go on a mission, a weird one where the subtitle box from previous dialogue stays on the screen and won't go away. I've also had quite a struggle getting it to run smoothly on my PC - which is surprising - I had to lookup a guide to get the settings right earlier and have actually managed to get a mostly stable 60fps with few dropped frames - before I was getting as low as 30fps in firefights. I actually haven't had the game kick me out at all though which is surprising, the servers and matchmaking side of things has seemed uber stable so far apart from the long loading times to get into a mission. So yeah. I like it and I want to play more. Apparently after 10 missions there's some kind of Wall that you have to grind to get up, but I'm not there yet so just enjoying the journey so far. It definitely feels way more Bioware than I was expecting and way more distinct thanks to the flight aspect. Lots of pics:
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I'm playing Thronebreaker: Witcher Tales. It's okay, wander around, isometric view, gathering resources, making the side quest choice, and having occasional Gwent battles. It's Gwent that is the central focus, albeit disappointingly it's slightly tweaked from the W3 version - you start off with a compressed deck, and don't really seem to gain new cards in the same way as you did (by winning them). Instead there's a camp option, and you spend resources on them. Added too are puzzles, where you have a single hand one turn to complete different objectives - these are real head scratchers, in terms of understanding card mechanics. For now its just not really as enjoyable, as Gwent was in W3. Perhaps it'll open up later, but the limited deck is frustrating (and THB, I don't even recognise the cards from those previous played with in W3).
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The very king of fighting games is back, and I'm head over heels with the little beauty. It looks and plays incredible. So much detail and so fluid in motion. I know I'll be posting in this thread in five years time, although tbf, probably as the avid spectator to online tournaments that I've been for 10 years by now. Truth is I've never been able to play the thing to any degree of competence, I just like watching other people do it. Having said that I've decided to do something I've never done when (trying) to play it. I'm going to go with grapplers. Maybe slowing things down a bit for myself might be more appropriate for my age - (advanced)!
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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.
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This is a Limbo/Inside kind of deal, more Inside but there would be no Inside without Limbo, you know? You play a young girl (so I read, it's in no way apparent) that awakens in the dark with a lighter as a solitary possesion and a raincoat on her back. Then it's all on you. It's dark and ominous, mostly slow paced. You make your way throughout the game, slowly discovering the place where you are seemingly trapped and avoiding/running from it's inhabitants. There are stealth sections that arent too long but there are a few of them, I actually enjoyed them. There are also running sections which can be a little frustrating if you fail as you have to do the whole thing again but they job, they're a little scary and come at the right times. Music is pretty cool as well. The only downside for me was the camera angle. It's set in the foreground and as usual it makes depth perception a bit of a pain sometimes, I had a few avoidable deaths because of it. I don't know if it's just because it's the more recent title I've played but I felt like I enjoyed it more than Inside. It's just as mysterious but it just felt like it was a tighter game. I beat it in two sittings so it's not long, maybe four hours although there's an achievement for beating it in less than one hour so that's obviously possible when you know what to do well enough. Recommended.
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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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Started this earlier (didn't try the demo earlier in the year) played for around 2.5/3 hours. Not sure what to think of it yet, it OK to play I guess... definitely not as tight as Elden Ring, there's been a few times where it's seemed like the buttons were a tad unresponsive... and I've also been stun locked which is very annoying. Looks wise it could quite easily be a sequel to Bloodborne... it's very similar. Looks pretty decent though, nice and sharp... I'm playing in quality mode but I have no idea what that does to resolution and framerate in this though. Like most Soulsborne games I'm feeling a little lost at the moment tbh... what with the amount of random items I'm picking up and the amount combat notes being thrown my way... we'll see how far I make it in this as I've read it's fairly difficult and unlike Elden Ring I can't ride on the coat tails of better players so don't be too surprised if my next post on the game is in the "Sacked that off mate" thread.😂
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Started this after I beat BG1 the other day, on 'core' difficulty which is like the default (no buffs or debuffs to damage or dice rolls, beyond which you naturally get). I've beaten the first dungeon and did two largeish quests in the first area of chapter 2, but have many others in the journal. There's a noticeable step up in detail, not necessarily visually but in that there's a lot more unique voice lines for each character over BG1. Characters tell you their backstories, they do this a lot actually and it's kind of annoying when you're trying to prepare spells and devise a strategy for a difficult room full of annoying snake mages and Minsc is yammering on about his hamster. But you can sort of see the start of modern Bioware here a bit, though it still feels a million miles away from something like Mass Effect 2 or 3 imo, which is where bioware got really good at this I think. The first quest I did after the tutorial dungeon, which was incredible long, was this one where you had to defend a keep of a rich aristocrat's daughter that had been taken over by trolls that required ice and fire attacks to finish them off. So they're reminding you early on about the importance in DnD of preparing spells and equipping arrows, and the baptism of fire which was BG1 and some of its late game fights have made me a bit more smart about this now. These are RTFM games, you have to read what things mean before hitting your head against stuff, like I did at times. And then you have to read again in game when you get a magic scroll, which is full of all this lovely and lore-heavy flavour text about what actually happens when someone makes themselves invisible or throws a massive fireball at something tbh, I struggled with the keep quest cause the game doesn't really tell you what level is appropriate for what quest, but I got over it when my Inquisitor Paladin found a +3 flail which applies Ice, Acid and Fire damage in the same dungeon, so sort of lucky that that is what I selected my +1 proficiency in. Then I devised a strategy which involved throwing Minsc into a room berserked to fight beetles that cast confuse, and spamming doom magic at the main boss in the next room so that my debuffs could hit it more easily, and his saving throws/THAC0 took a hit. THAC0 still sort of spins me sideways, as well as the way in which the UI will say something gives you +1 to your armour class, but actually make the number smaller, cause the way THAC0 works is it's the 20-sided dice roll you must get to hit someone with armour class 0, so if your THAC0 is 14, you must roll 14 to hit 0. If you're trying to hit armour class 6, then you must roll at least 8, if they're -6 then you gotta roll 20. Which you probably won't, so you need some buffs to even hit stuff. It actually took me playing an entire DnD game to even internalise these rules, which are simple but the way they are applied in reverse means they feel like they aren't. I never picked it up in PS:T cause you can skip so much fighting in that game. Not even going to get into what saving throws do. BG3 did away with THAC0 of course Right now, I'm playing two rival factions of the Shadow Thieves against each other, who are at war with some mages or something. I don't even know if I can complete this quest on my Paladin cause Paladin's lose abilities if they fall off the Lawful Good path, so if I can't then I might have to let Yoshimo go (and get shanked, maybe). There are also a million other quests in the capital city of Amn so I'm trying to avoid walking around too much cause they kind of bombard you a bit, compared with BG1. The chapter seems extremely open and I've had to deny some quests that would take me down an evil path, though they sounded interesting. The other quest I did was to defeat an evil gnome in a circus tent who cast illusions on everything, which is where I got hit by this. Solve it and you win maf's new monitor
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I played 30 minutes of it. It asks you to create a bethesda account before even being able to play which is really annoying but you can get around by setting steam to offline. Anyway it seems good. Kind of more focused on just murder arenas from the look of things. But I'm totally ok with a game like that. You can turn HUD off but it's hard to play. The HUD is a bit much tbh, I need to spend some time figuring out what parts I can turn off. Playing on ultra violent
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The long awaited sequel is here! And it's generally a decent follow-up. It takes place right after the original and it's like it's never been gone. It just confidently does being Psychonauts. It feels a bit tighter than the original but it's basic fighting and platforming for the most part but it's appeal has always been the imagination of the world and how it takes mental well being and makes these charming worlds out them and from what I've played so far it continues to do a good job of that. And with these new fangled graphics it makes it look really nice too. They really lean all of it into the art style they made in the original and I think it comes out well, it's a nice game to look at in a weird way. All Double Fine have done is make a Psychonauts game for 2021 and that's all I wanted, and that's all we got. Neat!
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The glow up for Suikoden 1 is almost immediately apparent. The script has been tweaked IE better translated. The sprites have QoL improvements and the overworld & town maps have been given a modern facelift. I capped off my first session with acquiring your base. Roughly six hours in. It reminds me there is a reason I hold this series in very high regard. Even the "bad" one (Suikoden IV) isn't terrible. Hopefully if this remaster is a financial success, Konami might even revive the series proper. Or at least give a collection with the other three games (and maybe DS spin-off).
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Spent a few hours with the game during this afternoon, suffice to say it's bloody amazing to look at... The whole driving to the festival segment right at the start of the game just put a massive smile on my face, it's so stupidly over the top that you can't help but grin. So far there's not been anything massively different from the 4th game but to be honest that was already the best open world racer by a huge margin so this just has to build on that. So far I've I think the game has been hand holding me through the early parts but not enough that I can't decide to put whatever the game is suggesting on hold and do something else, which is nice. I also think that the map is definitely going to encourage going off road far more than Britain did in the previous game. Anyway, so far so gorgeous!
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Hey, maybe don't buy this Vice City squad, I come to you with gameplay clips littered with copyright claims. Not that there's a shortage of videos out there about this but it helps to see how little the gameplay has changed as well. I'm a couple hours into the opening sections. Actually, I could be a bit beyond the opening sections. Was this game short? I'm already at the bit where you are doing missions for Diaz. Visually I think it looks ok, I think they could have done a lot more work here tho and it's a bit perplexing that this is more demanding for my machine than The Witcher 3 maxed out. No ray tracing or anything like that is in it. It could be a rough one to play on PC for this reason but maybe the settings are more scalable on lower settings. I think the volumetric lighting is what is killing it. Also the game comes close to dying every time I pause, I found out I'm not the only one with this issue so it's a problem with the PC version. Vice City now is a game that is hard carried by its soundtrack I think. I don't think I could stick with this type of thing without these tunes. It's also weird to think Vice City is now more retro than the year 1986 was when Vice City itself came out. It's like a russian doll of nostalgia or something. I will say for VC first thing you should do is turn HDR off and set contrast to 0. The default contrast level is hideously oversaturated and destroys the tone of the game. At zero it is not a million miles away from the original's visual style Going back now also it really feels like Ray Liotta phoned in his performance as Tommy Vercetti, but the people around him do a good enough job to make up for that fact. Especially the lawyer guy. It's weird to think how they got all these really big movie stars in a game like this (Burt Reynolds is in this game, if you forgot). Nowadays you can see that these movie people don't exactly translate their talents to the digital screen, some of them are pretty bad at adapting to it. Or are just used to sell the game. But back then this was a really big deal for Vice City. There's one visual thing which has really annoyed me early on, the rain effect. It is a constant streak of white lines that make it impossible to see anything and actually made me feel a kind of motion sickness I've never felt with a game. I haven't heard anyone else talk about it, it could be a subjective thing. But man, it is rough to look at. On the other hand they add a cool effect where you get puddles and the grass gets wet. You slide in the rain also, I think that's new. Might not be but it seems new. Gameplay clips, spoilered for post length not spoilers cause this game is 20 years old now
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