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I think everyone knows what this is and what it's about by now... I've played around with it for three or four hours so far and to be honest I think I'm a little bit in love... Up front, so far I'm pretty bloody awful at dodging and parrying but apart from a couple of (I presume) optional bosses things haven't been too bad and it's not punished me too badly. There's a couple of mechanics that I'm not to sure on, mainly Lune and her "stain" system... she absorbs different coloured stains to power up her spells... but I'm sure it'll fall in to place. There's also something in here that reminds me of Lost Odyssey a whole lot which is nice. It looks lovely after turning off all the usual bullshit such as movie grain and motion blur (seriously do people play games with this stuff on?)... another game that doesn't have hdr though. The voice work is top notch unsurprisingly given the talent involved, music has been wonderful and I'm loving just how somber the whole thing is and given the subject matter I wouldn't want it any other way... can't wait to get my teeth in to this properly with more party members and more combat options.
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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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Lots of Oblivion chat so figure I'd post it here I played about 4 hours or so, picked an Acrobat Orc. Lots of jumping, punching and arrow shooting. I have alteration as a major skill, I guess I can use that for shield magic so I don't have to block. It's interesting to revisit as you can imo still sort of feel how BGS generated this sort of inertia with their games that led to them stagnating a lot with Starfield, it kinda starts with this game. But I do think Oblivion is cool in spite of its flaws, it has some of the most interesting one-off questlines. Like the guy who you have to rescue out of a watercolour painting, which I did the other day. I always like the sort of weird episodic style of its storytelling, even if the over-arching narrative is a bit derivative. I don't think I'll be spending too long in Cyrodil this time tho, it's really hard to overlook the level scaling. That you can be at your wits end cracking a hard safe and your reward is another lockpick to replace the 8 you broke and 3 Septims. This is just the kind of thing that when you notice it it can destroy the feeling of exploration, to the point it makes Oblivion the hardest one to return to I think (apparently Skyrim fixed this? I don't know). I'm probably going to just use this as a zone out game now and then when I want a distraction rather than take it too seriously. It got me to install Daggerfall again so I might do the two simultaneously, one for relaxing one for stressing out cause of screaming skeletons. Here's a screenshot with the hardware lumen stuff maxed out, tho I'm keeping it turned off cause it runs badly. It mainly adds/improves self-shadowing to foliage and other things. There's a few minor changes I notice like how when you go up a steep incline, your character's walk animation changes. When you level up, you get these ten 'virtues' to spread across at most three different stats and the amount you spend seems connected with the things you did to gain the level up. So you are still tailoring your character in such a way that their actions govern their attributes, but they don't have this same min-max issue which causes problems in the 2006 game if you get paltry bonuses each level (caused by not leveling minor skills or ignoring the largest bonuses) and falling behind the level scaled enemies. Theoretically that's not an issue here but you won't know until you're at like level 14 or whatever Your health regens out of combat, I don't actually like this change tbh. Hope they let you toggle it off cause I like making potions to do that instead, for the role playing experience and so that mistakes matter more in combat (not that they matter that much or anything, but still) The game looks good enough, but it's got a beige-pink colour grading on everything. It doesn't have the same artstyle as 2006
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Picked this up as it was discounted on Steam and I’m feeling very intelligent after playing Blue Prince. I thought there was a thread but I guess not. Anyway, I booted it up to try it out and 90 minutes disappeared very quickly. Artistically, the game is a knockout. The mysterious animal theme is a very nice. Now that I’m thinking about it, the mysterious atmosphere of the game reminds me of Superbrothers: Sword and Sworcery EP, even though they have nothing else in common (I haven’t thought about that game in over 10 years). The subtle visual and sound effects are very well done too. Gameplay wise, it’s kind of like a compact metroidvania with a focus on puzzles.
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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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Played through the first two worlds and a bit into the third one over the weekend. I'd say if you've seen any trailer for this you kind of know what to expect, with a minor caveat maybe. Fundamentally this is a Donkey Kong game with a character palette swap. It's classic 2D platforming, with mounts, barrels and, well, not a rolling but a sliding attack. Unlike the DK games both playable characters have the same toolset, so it's just down to personal preference whoever you want to play as (and equal rights in multiplayer). The land-based mounts meanwhile can be summoned at will (if you have their token in your inventory) in certain segments of the stage, which I actually haven't done yet. The game doesn't really incentivise you to use this feature, so I've been relying on the sections where you break a box and they pop out, DK style. What the game isn't is a Crash Bandicoot copycat, despite the trailer maybe suggesting as much through the usage of 3D segments during the stages. Those amount to at best 5% of your playtime and are mostly there to add a bit of visual flourish to proceedings, so it's ultimately more of a gimmick than a true feature, so more reminiscent of how they were implemented in Trine 3. I don't think that's an issue at all, just putting it out there because I was expecting this to be closer to a 50:50 ratio. As for the game itself, you run around your typical tropical locations, do platforming, defeat enemies. Controls aren't quite at the same level as its inspiration (the Dino mount in particularl feels needlessly floaty), but it's still a very nicely tuned platformer. The stages themselves are rather diverse, though I will say there hasn't been anything particularly memorable so far yet. It's very much replaying the DK orchestra while missing a beat here and there, which still results in a very enjoyable platformer, but not a game that's going to alter the perception of the genre. Speaking of orchestras, while this certainly isn't Wise's best work, his tracks ooze the same charm you've come to like from recent DK games. In terms of difficulty I find the normal stages to be rather easygoing so far, but some of the special mini stages (of which there are two per level) can be rather devious. Completing those unlocks a key, which I presume will unlock something else at the end of the game, but I'm not that far in yet. The collectibles are hidden pretty well, too. It's rare that I finish a stage on the first try with everything bagged. As for the negatives, I think some checkpoint placements are a bit off and it also does that annoying thing where you sometimes need enemies to reach collectibles but they don't respawn if you mess up, so you have to kill yourself if you want to try again. I've also run into two bugs so far, one where I couldn't use the glide anymore until I killed an enemy and the other one was when the water mount (seahorse) didn't despawn so I could just float around the remaining part of the level. Which was hilarious, but also kind of adds to the feeling of it lacking a bit of polish here and there. Nothing game breaking though, just these two oddities so far. Loading times are also surprisingly long, relatively speaking. In general though I think this is really solid. The actual gameplay (controls, 'feel') is slightly below that Marsupilami game we all played, but it IMO makes up for it by being a bigger and more ambitious project overall, and visually this is a really nice-looking game easily on the same level as Crash 4. It's a difficult genre to get into as a small developer because it has basically been perfected years ago, but this is probably as good as a DK game can get without having the backing of a big publisher and the skillset of a Nintendo employee.
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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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I played 4 hours of this last night. Premise is you inherit this mansion, I think from your grandfather or something, I forget. You 'draft' rooms randomly and create a floorplan which can lead to different things. Some rooms have several exits, or none. They might have currency you can use to open doors, buy things and so on. They might also contain some lore in them. Some rooms have debuffs, eg you might spend more steps going into them. You might have ways to workaround this though, either in the floorplan or in some other strategy. What's more interesting is the ways in which certain rooms can be combined with each other, like the security room has specific interactions with other rooms. There's no reason to go into detail on this cause the game is about accumulating these details yourself and learning how to combine them to unlock secrets, solve puzzles and figure out how to progress to the antechamber. At first anyway, maybe the game changes later but I've no idea Being real about it, I feel like the 'eureka' moments have been spread rather sparsely across the playtime so far and I'm not loving it, I'm sort of giving it the benefit of the doubt. But due to the nature of it it's guaranteed to be one of those delayed gratification type of experiences cause you need to learn lots of tricks and gimmicks before you can really synthesise it into something clever, and I'm not quite there yet, tho I did figure out something rather cool about the security card system which I won't spoil. But from what I see lots of the rooms and unlocks have multiple applications so it's probably a game about rewiring your brain to these multiple possibilities. You should definitely take notes, I have notes saved in a text editor. Best analogy I can use to describe is that it's like starting off a 1000 piece jigsaw, you're just kinda feeling a bit aimless. I'm sure it turns into something else entirely eventually though. Its pace is definitely an issue so far though
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Picked this up as it's on sale at the moment and I've really just been looking for an excuse to give it a shot (and I need a break from Xenoblade). Today being a holiday and all I managed to get about 4 hours of playtime with it. It starts off relatively linear and scripted before dumping you into its main world, which is a seemingly abandoned piece of land cut off from the rest of the world via a magical dome surrounding it. From a story perspective you and your team are stranded inside, so the main narrative thread is exploring it and also looking for a way to escape. I was surprised at how talkative it is and I can see some people disliking that, but on my end I have no issues with it. It is, however, strictly split, as in you can only really talk with your comrades and move the story forward in camp whereas out and about it's purely about gameplay, except for some (rare) chatter via a magical comm device. The thing that made people pay attention to this is its playfulness with physics that loosely was reminiscent of BotW, but at least in the beginning that aspect is rather under-developed. There's telekinesis, which works a bit like in Control, though less snappy, and ice powers, which can cool down the area or freeze enemies in place. The third power you unlock is summoning a Vortex that traps enemies, but it's so weak early on that you kind of have to throw enemies back in again after wacking them with your sword, though that also highlights an early and simple way to combine powers. I'd imagine this aspect growing more prevalent as you progress (especially with a larger mana pool and fire powers), but right now I tend to dispatch smaller enemies with parries and sword swings, which works well enough and is fun, but there's no progression for melee combat in the sense of unlockable combos and such, hence why I assume it wants to slowly nudge you towards being experimental will the element powers in the long run. You also have a bow but I find it not particularly useful – though again, that might change. Some gameplay aspects are a bit 'wonky', especially if you combine multiple features like freezing a big enemy in place, climbing on top of them and trying to aim for a weak spot. It's a sign of a smaller game without month-long AAA Q&A testing and polishing, but relative to its ambitions I think it does a fairly good job glueing everything together. The gameplay 'loop' of leaving camp, exploring the outside (which is divided into large, open-ish hubs) and then coming back to improve your equipment with collected resources is a bit basic but it works. I previously had some reservations about the fact that you lose the majority of your collected resources if you die, but right around the time when it opens up a bit and throws stronger enemies at you, you also receive an items to teleport back to camp without any kind of penalty. So if things go south, you can always just jump away, maybe improve your amour and weapons, and go back. Whether it becomes grindy or not I can't say yet of course, but at least it doesn't seem overly punishing. First impressions are really positive, and for an indie project I think this looks quite fabulous, and very cleverly hides its budgetary shortcoming by (2D stills of the characters during most conversations for example). It's also refreshing to play a game that is just fully optimised for the system you're playing it on. I get that the usual quality and performance modes have their uses, but here there's nothing – just press start and play it as intended (60fps). Also nice soundtrack and really solid voice acting – depending on your dialogue choices the main character is also quite likeable and thankfully not even remotely the kind of girlboss archetype I was expecting after some trailers.
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The best way to describe this is what if Suda51 had a queer Indian cousin who also made games? It's really out there, in every sense of the phrase. The setup is basically Scott Pilgrim through an Indian lens, with the protagonist returning to her hometown after a breakup and then having to confront all her exes. From a gameplay perspective you're either talking, skating around, doing some QTE-based minigames or fight in turn-based battles. I don't want to call the gameplay loop gimmicky because it's a bit derogatory, but it still explains it best. There's not much depth to anything you do, but it's a very enjoyable cocktail presented in a very wacky and charming way. During dialogue sequence you can pick answers which in turn give points for one of three different 'thirstsonas' (their word, not mine). Supposedly this impacts both the narrative and gameplay, but I haven't noticed the former and the latter just boils down to minuscule shifts towards either your HP pool, your offense or your defense. Skating is wonky and clunky, but you can skip every challenge the game asks you to do before progressing. I think it's a nice enough diversion, but it's no Tony Hawk for sure. Combat meanwhile is a solid spin on the Paper Mario/Mario et Luigi formula with timed button inputs influencing damage dealt and received. Debuffs are called taunts and certain skills you have deal bonus damage if a debuff has been applied. That's pretty much it, but it's a solid template and the boss fights, while quite a bit talkative, are the clear highlights, with the exes withdrawing into some sort of mind palace where they take different forms (a bit Persona-like, now that I think about it). There's also a part where you can cook meals for combat use or to make up with your exes, which is technically just a series of QTEs intertwined by a heart-to-heart with either your mum or dad (depending on what menu you choose). I'm definitely enjoying it a lot and it also has a very stylish presentation. 3D modelling can't quite keep up with the art but it's a really 'cool' game to look at with a lot of visual flourishes, nice UI art etc. The OST is really good as well, though in a less eccentric way. Overall a nice little feelgood game that still tackles some deeper subjects from a different perspective than we're used to in games.
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Spent around 5 or 6 hours with this over the last couple of days... and so far so decent I'd say... For those who don't know the game is set in an alternate 1950's version of the Lake District where the Windscale disaster has covered much of the area in radioactive fallout. You have the age old condition of amnesia and wake up in a bunker with no recollection of how or why you're there... there's no character creation to start you off (I've no idea if you'll ever see the character, so far I haven't) and there's also no character voice over, which I don't have problem with tbh. Upon leaving the bunker (which in reality is about 3 rooms) you set foot in to the first of around 4 open areas you're free to explore and find leads which are how this game handles missions. Usually these are in the form of collectable journal entries or through conversations with characters you'll meet along the way... and the way these work is you'll never be able to do them all as completion of one characters leads will more than likely cancel someone else's in some way or another. I'm aiming to try and suss out who seems decent, I'm not feeling the General of the Protocol at the minute (the Army) he seems a little on the heavy handed side. Combat, so far, isn't anything to write home about... I'm mostly hitting things with a cricket bat at the minute, I have a shotgun and rifle but as they're single shot they're only so much use in a fight... and taking on more than two armed people head on in this is virtually suicide too. The other thing is there's no XP system in place so there's no real reason to go looking for trouble... getting stronger happens through finding skill books and crafting blueprints. I think the mystery of the story might be the main pull of the game for me. It looks nice enough to me, I think you can tell the game is cross generation but it's far from ugly. I think as I feel now, thanks to the more real world setting, I'll be getting more out of this than I did Avowed but I guess I'll have to keep playing to see.
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After saying I wasn't going to I went ahead and started this today... only managed maybe 1.5 hours due to adulthood being crap again but I've liked what I've seen so far... In my time with it so far Hazel has watched her house get washed away with her mum still inside thanks to a huge Hurricane and set out to try and find her... we've discovered she's a Weaver (she hasn't yet) who can basically see and manipulate strands to help in combat and with traversal... the look of the game reminds me of The Nightmare before Christmas even though it's not really anything like it... it just has this really nice animated look with the character models in cutscenes looking really good to me. Combat boils down to pretty much what you'd imagine for a third person game, admittedly I've hardly opened up the levelling tree and I suspect I'll be getting new abilities and fighting different types of enemies in due course. The voice work and music has been really good so far and I'm betting this story is going to get fairly dark fairly quickly... knowing this isn't the biggest game in terms of size and that I'm already liking what I've seen of the story/characters means I'll probably stick with this now until I hit the end... just wish I had more time to play the damn thing.
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Balatro. What can I say about Balatro that will do it any justice...? For the uninitiated, this presents as roguelike poker. You're dealt a hand of cards and use your card counting skills, or your natural-borne luck, to build a game-winning combination. Everything from high card draws to the fabled royal flush will score points, and it's your job to work through eight rounds of three games. I've managed to get half way through a game up to now - ante 5/8 - before crashing out horribly. Like I said, though, it presents as poker. Realistically, it takes poker to a whole new place, and this is thanks to the store between rounds. You can buy a range of bonuses to increase your chances of reaching the end. Tarot cards apply specific bonuses to individual cards from your deck (this could be anything from giving you an extra $3 if it's not used by the end of a round to a multiplier if it's played and scores). Planet cards provide bonuses to specific hands - I'm a fan of bumping up my two-pair bonus, as it's one of the most common hands I play, and it can become especially prolific for points the more you increase its level. You can get packs that add more cards to your deck, and then there are Joker cards (that's Poker with a J... Coincidence?) that give you overall bonuses. The key to the game right now seems to be the Joker Cards. A two pair hand with two 10s and two 5s can score around 50 points as a base. But add in a Joker card that adds 4 to your multiplier if you play clubs, as well as the joker that adds 30 chips if you play a 10, AND a +4 multiplier for the same numbers, and that two pair hand quickly shoots up to almost 10,000 points. Skipping some rounds is an option, and will present you with a bonus if you do so, but this comes at the cost of making more money to go into the store with. Is that card pack, which is usually $6 worth accepting, rather than playing the round and getting to $10 so you can buy a new bonus card or a couple of new Jokers? In each round of three games, there's also a 'boss' match. This will add further complications to the gameplay. Some of the ones I've encountered include all face cards being dealt face down, specific suits being debuffed (so those awesome bonuses are completely negated) and even ALL dealt cards being handed out face down. These are super tough at times, and if you hit a bad run, you're essentially screwed. I'm under no illusions that I'm not great at this game, but it has a fantastic 'one more go' quality that makes you hop in for another round. I honestly can't express how much I'm enjoying it right now. I'm determined to figure out a way to get through all 8 rounds.
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^ That's the title screen, btw. He is moving the entire time. His left eye (right on the image) also glows red when you push the button. It looks awesome! First Impressions There is much to do, off the bat. Arcade, Character Episodes and Story, I haven't touched yet. That's because not only is there your standard practice mode. But there is a training mode that gives you some combos to practice for every character via challenges. There is also a avatar-based Arcade Quest that is similar in teaching you the mechanics of the game. Including the interesting new Heat system. Which seems very reminiscent of the Soul Gauge mechanic of SC6). This is where I've been spending most of my time. The newer characters IE Reina, I didn't really get a feel for yet. Old faithful main Bryan Fury has eased me into this entry. I tried Yoshimitsu and remembered some stuff (remember I have recently been playing SC6, with it's own Yoshi). But as Tekken likes to do, they have altered the inputs of some attacks. Which has affected my muscle memory. I aim to give a fair crack at most characters. But I know, due to story mode, I have to pay some attention to Jin. Doing more with him than just the button mashing I did in the demo. Definitely more impressed with this than with MK1, already.
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This is a massive WRPG based on the Harry Potter book/film series from the early to late 2000s. Potter, Malfoy, Hermione, Ron, Neville & Co. aren't in this though as it is set in the late 1800s, so it's set in the same world and there are certainly plenty of references to the books/films, certain character names etc. and some fan service in terms of locations you'll visit (particularly the intro which is super cool for a Potter-fan, which I won't spoil) but it doesn't try too hard or wink metaphorically at you too much if that makes sense. You play as a new character of your choice who joins Hogwarts as a 5th year, one of the few Witches/Wizards that have done this in history. The game is set in Hogwarts itself and its surroundings, no real surprise there. Hogwarts itself is absolutely gigantic, filled with labyrinthian corridors, dungeons, classrooms with all the key locales you'll recognise from the films like the moving staircase, broom lawn, clock tower etc. everything feels exactly as it should do, everything is in its correct place from the films and just feels right. Outside of Hogwarts is a humungous world to explore based on the Scottish Highlands, with plenty of greenery, forests and undulating hills, flora and fauna, Hogsmeade is largely the shopping district where you'll get all your bits needed for your classes and adventures throughout the region, it's every bit as charming as it is in the films and an absolute delight to just walkthrough and take in all the kookiness of the wizarding world you inhabit. The two core pillars to the game, as in many games I guess, are combat and exploration. The combat is easily what has surprised me about the game the most, I think when you look at it in videos it's quite easy to dismiss as being perhaps a bit overly simplistic but in your hands it's got a lot of depth to it. There's a weight to the spell casting that isn't easy to get across on video, I don't really know how to describe it but there's a wind-up to the animation, a motion, a movement to it, it's not just firing off little bolts of whatever spell, it feels like you've actually cast it if that makes any sense at all lol. Different enemies will have a shield that corresponds with a certain spell colour (red, purple, yellow are the main combat-based spells) which you'll have to use to break their shield and ultimately defeat them. You can have up to 12 named spells in the spell wheel at any one time (need to hold R2 and press one of the face buttons to cast), these act as special spells on a cooldown meter. On top of this you've also got your regular no-name spell which you can cast at anyone at anytime by pressing R2 (or by using L2, going into a 3rd-person over the shoulder aiming mode) which you can keep firing off at enemies whilst your special spells are on a cooldown. There's a lot of different enemy types I've encountered so far. These Guardian/Statue type things I guess a little bit similar to the Gargoyles in Souls games or something (maybe?), your more standard dark witches/wizards, Ashwinders which are kind of suped up dark witches/wizards, Spiders, Wolves, Trolls, Goblins, these little furball looking things that reside in rivers/lakes (can't remember the name), so there's a lot of variety there and each have their own strengths and weaknesses for you to exploit. Combat in this game is far from easy as well, it's not anywhere near something like Souls or something like that but you do have to think about your attacks, strategies etc. quite a bit, it's not mindless button mashing in the slightest, there is some strategy involved and some threat associated whenever you enter a combat scenario. Exploration is handled a little more how you'd expect really, I absolutely hate the 'Ubisoft game' analogy as I feel it's a lazy quasi-criticism, I've played many and they're all slightly differently to one another but the closest analogy I can give to how this game handles its exploration is AC Valhalla. The landscapes are very similar on the surface of it, one being set mainly in England and this being set in the Scottish Highlands, there are these 'Merlin Trials' which are very similar to a lot of the little puzzles and glitches you see dotted around in that game. Standard kind of stuff like getting a ball from the top of a hill down into a hole, lighting three pillars before the time runs out, exploding 4 rock columns, having to lead a group of fireflies into a column to light it up, just little bits and pieces like that. There's a lot of collectibles to get, the field pages are the most plentiful of the bunch, I think Hogwarts alone has over 100 of these that you get by pressing Revelio to reveal hidden objects in the surroundings, much like the pulse mechanic in a lot of games that reveals hidden items, there's also Chests, little statues, seals to find where you'll have to lead a dragonfly-type thing to a cabinet to squash it into the hole and open it up. Nothing too ground-breaking here or anything really no one has seen before, but they all work well in harmony with one another. Again, similar to AC Valhalla there's also dungeons and caves you can enter dotted around the landscape, the infamous bandit camps where you have to clear them out and find the chest to tick them off as completed, Balloons in the sky to pop whilst flying your broom, broom time trials, mini-games with your wand you can compete with other students at Hogwarts. The game has such a fantastic atmosphere to it and is such a joy to explore, whether that's just walking around on foot or flying around on your broom, it's always visually arresting to just meander even if you don't have a set goal in mind. The attention to detail here is just absolutely staggering, there's a sweetshop in Hogsmeade and every single individual kooky wizardy type sweet is included in such an special authentic way, every aspect of the game feels extremely polished, it runs well and everything feels like it has that same attention to detail that the sweetshop has, it really is a sight to behold. Graphically, this is a current-gen showpiece, the world feels so alive and helps bring everything to life and look as magnificent as it does, the music in this game is absolutely fantastic as well and helps place you into this world. There's a few ditties in here that will sound familiar if you've seen the films but nothing is a straight up rip from the movies, everything feels unique and makes you feel like you're on your own adventure in this world, not reliving Harry's. The sound design with all the spells like 'Lumos' sounding exactly how it should from the films, is really special. Again, it just helps drive home how much attention to detail was spent in this world and getting everything right, in terms of world design and world building, it's nothing but a masterpiece. The story itself has been interesting too, I'm not too far in as I've been mostly ignoring it and doing collectibles, side quests and all that good stuff, but yeah it has been intriguing so far and I can't wait to learn more, I've only just got my broom at 22-ish hours in which is meant to be something you get within the first 3 hours, so I think I'm quite behind on this front lol. Talking of side quests, they're in here but largely unremarkable really, they're standard kind of side quests where you'll have to clear out a bandit camp to get an item or something like that, nothing out of ordinary. Occasionally you do get assignments from the various different classes at Hogwarts which will give you a couple of tasks to complete, this are usually more interesting and reward you with a nice little classroom scene once you hand it to the Professor in question. So yeah, I think it is absolutely fantastic so far. I just wish I had more time to play more of it really, it's one of the best WPRGs I've played in recent years, feels like its had an awful lot of money spent on it and is just dripping in polish and attention to detail. A must-play if you're a fan of the films/books but I think a great game (so far) in its own right and well worth playing still if you're not. Pics:
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I've got 4 hours in on this since launch, including an unusual day session today because I've (half) blagged the wife that I'm feeling under the weather and need to take it easy for a busy weekend's work.🤧😃. Will look to get to level 5 tonight. I'm really liking it. It's looking and playing really well on PC, with a saturated graphical style similar to the Outer Worlds, but very much refined. It's very early, and I don't want to end up with egg on my face by over-enthusing, but it's far better than I was actually expecting. What I want from an open world RPG is, just now and then, to happen upon an NPC just through exploration, who draws you into a quest that branches into numerous paths and lasts for ages, offering lore and moral dilemmas along the way. That's happened already. Great. But it happened rather early in Starfield, and never happed again. So, here's hoping. I'm working on a one handed shield bearer on this first play thru. I've heard there are easier builds, but the combat is so fast, brutal and well put together that I'm having a whale of a time. I'd say it's one of the best first person mêlée games I've ever experienced. You're character really does what you want her to, and you know instantly if you've run out of steam in a fight, with a very well put together UI for things like stamina and special move cooldowns. I'm loving it up to now.
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Kinda surprised there's no thread on this yet, but anyway. I've tried to get into the Yakuza series over and over again. I love the juxtaposition of serious gangster shit and nutty stuff like collecting softcore porn and helping a Michael Jackson ripoff remake Thriller. For whatever reason, though, it's just never quite managed to get its claws into me. After 15 hours, I think this might have changed that mindset. It's like Black Flag through the lens of a JP developer, and I'm having a blast with it. Collecting crewmates, making friends, just being a pirate in general, it's just fun. I'll post more a bit later, but I wanted to open the conversation, because this is dumb in all the best ways.
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Played an hour, on PC. The game defaulted to High graphical settings, so I left it at that. I chose the Vagabond class. So far, so Dark Souls. Looking forward to losing my life to this game. The opening cinematic is very cool. One of my Steam friends has already played this for 8 hours.:.
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I'm cheating a bit here because I only played the demo, but this came and went without any kind of exposure but I think it might interest some people here. It's cheap to compare a game to others in an effort of explaining it but I like doing it because it's also quick and easy to get the message across – so this is basically the indie baby of classic Resident Evil and Killer7. At least as far as its gameplay foundations are concerned, the overall tone and setting is somewhere between SMT and Paradise Killer with very weird, supernatural characters that float somewhere between being human and godlike entities. You're playing as some normie girl working a boring late-shift job but suddenly stuff happens and you receive the boon of being able to perceive an alternate dimension where demons live. Gameplay is presented from a bird's eye view reminiscent of the aforementioned RE classics (there's even an option to toggle between direct and tank controls) and mostly consists of figuring out classic adventure puzzles. An early example is that you come across a computer that doesn't have a keyboard attached and is locked, so you need to find a keyboard and a passcode. It's basic, but it works in the sense that it shuffles you through its claustrophobic levels to force you to combat the demons. Combat then is where it morphs into Killer7 because holding the trigger to ready your weapon switches to first person while activating your demon-sensing ability highlights weak points on enemies. Smaller enemies die from one critical attack (melee or ranged are available), bigger ones might need multiple shots. Landing multiple of those critical hits in succession fills up a special gauge for a an extremely powerful shot that discards any normal enemy and is necessary to defeat bosses (at least as far as I can tell – there's only one boss in the demo). You can also attack enemies 'normally', ie. without first scanning for their weak points, but it's suboptimal and kind of a waste of ammo. The risk-reward here is that your scan has rather short range, so while enemies are easier to dispatch, they're also more likely to counterattack. I quite liked the demo, just quickly glanced at metacritic and it's around the 80% mark, so it seems the full version is pretty good. Might pick this up sometime this year. Quick note as well, despite the RE inspirations I wouldn't call this a horror game, it's more of a surreal, slightly spooky atmosphere it conjures.
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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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I bloody love this weird little game. Thanks for listening. Seriously though I’m obsessed with the multiplayer, specifically ‘No Cross’. I only dabbled with it previously but for some reason I’m absolutely hooked this time round. Basically it’s 10v10 (or so) on a largish map. The middle of the map is a wide inaccessible gauge and on each side there are various buildings, huts, vehicles and such. Some high points, some low. So you’re forced to use sniper rifles and your binoculars to spot people on the other side. After 10 minutes you swap sides. As you can imagine it’s really slow paced with dollops of tension. I’m pretty poor at it tbh but I have a blast every game regardless of how well I’m doing or if I’m on the winning side or not. Seeing a glint of someone’s scope that gives away their location and doing your best to take them down is exhilarating as fuck. The campaign I have played some of but not much. It is as great as the others in the series and the invasion mechanic works brilliantly and adds so much more to it. Getting invaded proper puts you on edge. Playing as the invader too is remarkable. You feel like a right cheeky cunt sneaking around and ruining someone’s day. It doesn’t ruin their campaign tho and when they die they can either start at last save or before the invasion and of course being invaded can be turned off completely. The only mad thing here is the lack of maps. ‘No Cross’ literally has only one map. Don’t get me wrong it’s pretty perfect for the game type but it is a bit odd to release with only one map. Anyway if you have gamepass I highly recommend No Cross or the invading part. Excellent experiences.
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Backlog time! Through pure coincidence I picked the right timing though, because this game takes place during Valentine's Day (I always enjoy playing games 'seasonally correct'). A rather quick and accurate way to describe this is Hotel Dusk through the lens of Life is Strange. With the former it shares the setting (hotel) and the sort-of detective gameplay, while the latter clearly influenced the overall tone and presentation style, with it being a slow-paced 3rd person adventure and every interaction prompting a short commentary from the protagonist. Unlike HD's Kyle Hyde, Sophie isn't a detective, but a young cleaning lady who likes to balance out her uneventful and sheltered life by snooping around the rooms she's tidying up. In a sort of meta-context, I found this rather interesting, because as gamers we're no strangers to walking into an NPC's house and stealing everything the game allows us to, but add a bit of narrative context and it suddenly feels quite wrong. Though what starts as a questionable, but in context also understandable hobby then evolves into a mystery thriller and it's here where it becomes difficult to talk about the game because it's entirely built on the premise of being this emergent choice-driven adventure. I can't really give many examples without spoiling anything, but there are a lot of variables that are considered here, and not all of them lead to the outcomes you might expect. But at the same the writers don't throw any far-fetched curveballs at you, every outcome feels organic and logical in the context of the people involved with dealing with it. This is all super vague but again, examples would spoil the fun, because even some minor details are impactful here. I think one I can give is that early on after finding out something mildly disturbing in a room, you get the option of calling one of two co-workers, and that person will then become your confidant and have an impact on proceedings. So that's the first of a lot of branches the narrative can split into. I did go over the achievements (which aren't hidden, fair warning) after I saw the credits and there is a surprising amount of different outcomes. Some are more positive than others, but the developers seem to go out of their way to not proclaim any of them 'good' or other 'bad' endings. They are, again, just very organic conclusions to the actions you took. 'My' Sophie, for example, might not have had the most fulfilling job experience in the hotel, but at least she found love. Others might not, but might climb up the career ladder instead. Others might do neither, or both. But it's never the 'pick upper-right option for best outcome' kind of design. In terms of production values I think this is a beautiful example of what you can pull off when you align your goals with your financial means. Both the setting and protagonist choices are very clever in that regard, because as a cleaning lady on duty, you're not supposed to wander off (= smaller game world) while the guests are obviously all out and about (= fewer NPCs). It never feels arbitrarily restricted though, except maybe for a trolley blocking a way at a certain point. The way its cutscenes are shot, with fixed angles and little movement, is probably also a byproduct of its budget, but gives its cinematography a very classic movie feel. Through some strong art direction and good usage of colour this is a very attractive game I think that doesn't even want to punch above its weight class. It's only the rather stiff body and facial animations that can sometimes make scenes feel a bit lifeless, but the really good voice acting (English and French are done by the same Canadian voice actors) usually manages to make up for that. If I had to point out one thing I disliked it would be the somewhat fiddly interaction with items. There's no highlight feature à la Life is Strange, so you have to align your tiny cursor with the object and if the latter is something small, like a key, it's particularly easy to just miss it and mistake it for a non-interactable decor item and run around in circles until you desperately try again (personal anecdote). This is all a very roundabout way of me saying that I really enjoyed this. At about 5 hours for one playthrough it's both a nice palette cleanser but also a very fulfilling and interesting game in its own right. While the branching narrative will probably lead some players to replay it multiple times, I usually tend to stick with 'my' story in these games and move away after the credits roll. Though with its relatively compact playtime in mind I could see myself coming back to it maybe in a year or so. But very much recommended if you like narrative games and/or either one of those other titles I mentioned in the beginning.
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I got my first match nerves out of the way so I'll start the thread up, but also as a way to encourage others to download it 👀. I ran online with Luna Snow, I think her name is. Did 2 matches and won both 2-0 (best of 3). Chucks healing ice at people and wears booty shorts. I think I did reasonably well with 0 experience in the genre and no idea of how to strategise. I just chucked ice at things if they looked like they were dying, if I even noticed them, and other healers did the same for me. In the second match I did here it looked like there was one Wolverine who clearly got the memo "kill the fucking healers first". Brains and brawn that guy Seems fun but chaotic and hard to get a handle of the UI you're supposed to be looking at. Luna has a move on the shift key which increases her DPS and HPS, I think. She has a move on right click which delivers a freeze on a target and heals her, so that's her self sustain. Her ultimate gives HPS and DPS depending on pressing Q to toggle. E is a sort of tethered heal between you and another character, to give them a passive defensive buff. Very straightforward with Luna, easy to get to grips with in a game that's sort of overwhelming. Healers have always been my preference. That said I don't think she'll be a long term pick, once I get comfortable. I'm interested in the more complicated ones eventually, and I'd like to try a tank as well so I have an alt if the strat role is taken, leaning towards Steven Strange because he's voiced by Grimoire Weiss and thinks with portals, so his match chatter actually sounds good I've also played Cloak and Dagger, who's harder to heal with but the stance swap thing seems interesting. Can't quite figure out the shadow powers, apparently they blind and hide people but I feel like I have to be on the receiving end of this in a match first before I even know what this means and how it impacts strategy. You can shoot a rectangle line AOE heal at people and a little healing bubble which if FFXIV has taught me anything, fucking nobody will be standing in that thing Anyway two people on the first match had 0 percent accuracy on some rounds, it was hard and I was sad. But I got MVP in my 2nd match with her tho, maybe she's cool I'm liking what I'm seeing with Iron Fist, for DPS. He has a defensive stance which procs a stinger attack and can triple jump, all his attacks reduce the cooldown of his defense stance. He also has self sustain with E. He's really agile, just seems like the goto for that role and I don't think I'll be changing my mind
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The writing is great, it looks wonderful but I’m stuck on the first dice game to get the ring to feed mutt 😭 I just don’t understand the bloody game despite all of its instructions. My dog is hungry I must work it out! Stop saying I’m bust!
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Randomly decided to fire this up yesterday, maybe finally a topic other people will join in at some point. Anyway, after a solid 40 minutes in the character creator, which is simultaneously very good but also oddly lacking in some areas, I went through the tutorial area they showed in that gameplay clip a few months ago and then did the first proper mission afterwards. Decided to play an elven mage which resulted in a couple of not-important lines during dialogue so far, so I guess the times during which elves were this universe's slaves are over. Combat wise the mage can choose between flinging ranged attacks from a staff or using a magically infused short sword in close combat, in addition to your usual skills you unlock via (a very convoluted) skill tree. My mana pool is very low at the moment so I can barely use those right now, so I hope that changes, because the basic stuff feels a bit dull I think. Not bad, but ... pedestrian? But then again I've barely started and haven't really used the command wheel for my party members either, so I'm not going to judge it on that front yet. Visually this is probably the most impressive game I've played all year and a far cry from BioWare's usual output and an excellent showcase for Frostbite. I'm playing performance mode and it's basically a flawless visual experience, really smooth, really clear, barely any noticeable pop-ins or other distracting graphical scratches and such, while also maintaining all the visual flourishes you'd expect from a current-gen AAA product. I only very briefly switched over to quality but didn't see any noteworthy improvements that would warrant the more sluggish framerate. Annoyingly, while there are a ton of accessibility options, you can't turn of the quest marker for the main quest, so you permanently have some weird snowflake on the screen. Hopefully they patch that out before I'm done with it. The only other gripe I have with its visual presentation is the artstyle, or rather character proportions, as everyone's head is simply too big. We're used to this for dwarven races, but it looks really weird on slim builds like elven characters. But I do enjoy the overall experience so far. Feels good to play a high-end RPG again, even if this falls into a very streamlined action RPG territory that's very far removed from its Origins, eh, origins. Very linear so far, more reminiscent of the earlier games than Inquisition in that sense. So far I like that aspect but that might shift after a couple of hours.
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