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  1. 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
  2. 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)!
  3. Cyberpunk

    Fallout London

    Hi Guys, Fallout London is a new total conversion mod for Fallout 4. It's free to download on GOG, but installing it is a bit of a pain in the ass. So I've taken it upon myself to write a short "How to" on installing this game. The reason it's a pain to install is it's made to run on an older version of Fallout 4, even though it's a new game. Most of what I describe below is how to downgrade your Steam version of Fallout 4 to install Fallout London. The first thing to do is to go to Steam, and download/install Fallout 4. Most people will have this game in their library by now. Then, go to GOG and download the installer for Fallout London. Once Steam has installed Fallout 4, minimize Steam, and bring up the Windows Run box with 'Windows Key + R' Type into the Run box "steam://nav/console" Next, you need to copy the following commands into the Steam console, one line at a time, pressing enter after each command. download_depot 377160 377162 5847529232406005096 download_depot 377160 377161 7497069378349273908 download_depot 377160 377163 5819088023757897745 download_depot 377160 377164 2178106366609958945 download_depot 377160 435870 1691678129192680960 download_depot 377160 435871 5106118861901111234 download_depot 377160 435880 1255562923187931216 These commands will force Steam to download older game files for you. But it will not put them into your Fallout 4 installation folder. You will need to do this yourself. This may take a while, depending on your internet speed. Once each command has downloaded correctly, you'll get a report that looks a little like this. "Depot download complete : "C:\Program Files (x86)\Steam\steamapps\content\app_377160\depot_377162" (1 files, manifest 5847529232406005096)" There will be a report for every command you pasted into the console, so seven in total. Once this has been completed, open up your file browser, and go to "C:\Program Files (x86)\Steam\steamapps\content\app_377160". Inside this folder, you'll find seven folders starting with "depot_" and a number. Open your Fallout 4 install folder in a second window. It's usually "(Steam Hardrive Letter)\SteamLibrary\steamapps\common\Fallout 4 Go back to the window with the "depot_" folders, and copy the contents of each folder to your Fallout 4 install folder, overwriting any files with the same name. Go to the Fallout 4 install folder, and navigate to the "Data" folder. We now need to delete the Creation Kit files added by the last update. Select all files that start with "cc". There will be several. Delete any file that starts with "cc". Next, on your web browser, go to https://www.nexusmods.com/fallout4/mods/42147?tab=files&file_id=253313, and download Fallout 4 Script Extender (F4SE). You might need to sign up for this site to download it, but it's free. Once it's downloaded, extract it with your zip program of choice, and copy the contents of the zip file to the Fallout 4 install folder, again overwriting any files with the same name. And the final step. Run the Fallout London install program you downloaded from GOG. point it to your Fallout 4 install folder, and click next. Then let it do its thing. A couple of final notes, guys. First, disable cloud saving as this mod might screw up your regular Fallout 4 save. And second, in order to play regular Fallout 4 again, you'll need to uninstall the game completely, and then reinstall it without the mods and patches I've described above.
  4. 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
  5. Just by typing the title I realised they could just have dropped the "2" from it, nobody played the first one anyway unfortunately and it would look nicer visually. Anyway - I've finally started playing this over the weekend. Due to certain circumstances I didn't get as much time with it as I had hoped (see here), but I did manage to finish the prologue of sorts which takes about 5 hours. Lots of good things here with few negative stuff, but overall so far it's pretty much exactly what I would have wanted from a sequel. Fundamentally it's still Monster Hunter x Pokémon, meaning you gotta breed them all by collecting and hatching monsters from eggs. Those monsters will then accompany you on your travels and both help for traversal on the map due to their faster running speed or other special skills (jumping, cimbing, swimming etc.) and during combat. During combat you only have limited control over them, but each has its own tendencies, so switching between them depending on the enemy is the way to go. The basics of combat being rock-paper-scissors haven't changed, so you still use this feature to build up the Kinship Gauge, which is basically a mana pool that allows you to use skills and command your monster more directly by letting it use special moves as well. New to Wings of Ruin are weapon classes. In the first game your weapon only influenced the skills you could use as your character was more of a support for your monster, but this time you play a more virtal role and can target weaknesses with a weapon type that is particularly effective. An early example is smashing the rock a monster uses for a weapon with the hammer, or cutting its tail with a greatsword. Outside of combat it's a classic JRPG experience with semi-big HUB areas, quests, treasure chests and such. One thing I have mixed feelings about is the NPC partner that's with you most of the time during these initial 5 hours. I don't have anything against the character and she's certainly easy on the eyes, but it takes away from the feeling of it being a solitary adventure, with only you and your Monsters à la Pokémon. Now it could be that she goes her own way at some point but the fact that she levels up after combat and that some enemies have rather huge HP pools I get the feeling that it's designed to have a party of two (or four, technically) most of the time. There's been a lot of talk online about the technical side of the game. In context with the hardware it's running on, it's certainly less impressive that the original. Where MHS1 was basically a triple-A game on 3DS, this feels more of a budget mid-tier game that suffers from a low-ish framerate and some horrible pop-in. It's not without its charms though, as it has a very vibrant and nice style, the character models are great and during combat it really shines with impressive animations and effects. And the sound effect that plays when you land a critical hit on a downed monster might just be one of the most satisfying I've ever heard in the game.
  6. I don't know how to give impressions on this without getting in the weeds. In terms of features it's an old fashioned 2D fighting game. You have an arcade mode (which is kinda interesting in that the better you do the harder the end boss gets) and there is a story that is literally an anime that you just watch, which is what the last game did too but it's still wild to me. There's also a pretty intense Mission Mode that does it's best to teach you the deeper mechanics of the game which if you're the studious type could work pretty well. I could do with spending more time in it myself but getting wrecked by someone using my character then trying to rip them off in the next match is more fun for me. It's the good netcode that saves it though. Well, the matchmaking is pretty rough at the mo but it plays really well in game. It just means there's always people to play with. This came online at midnight and I was ready to play it so I went to the east coast of USA since it was a more sensible time there and while it was a little choppy visually my inputs were barely delayed, if at all. I really hope they put this in a DBFZ2, in fact it would be shocking if they didn't. I've not saved many fights yet since I think I'm still pretty scrubby but my Gio is coming along a little. And this fight with Zato was fun when I wasn't put in the corner with all his nonsense:
  7. radiofloyd

    Animal Well

    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.
  8. I played the first hour or so of this. The game has a very bombastic opening although I think it was largely shown when they first revealed the game. The opening “escape” sequence is snappy, much faster than the opening of DOS2. Dialogue scenes now play out Mass Effect style which gives the game a slightly more AAA feel. Character creation is pretty breezy, I didn’t spend too long on it. You can choose from five different penises. I just made my character a human fighter. My main takeaway is - no crashes or performances issues. Long may it continue. After a few more hours I should be able to comment more on the differences between this and Divinity, but so far so good.
  9. 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
  10. 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.
  11. 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.
  12. 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!
  13. 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).
  14. 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
  15. Nag

    Forza Horizon 5

    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!
  16. 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.
  17. So, you might have noticed that I decided to stop hating on the PC games. Due to Popcap giving Peggle Nights away, I've spent a fair bit of time playing that on and off, and it got me thinking about all the stuff I have missed. I'm not talking about all those games that will break Deep Blue trying to run, but those other games, you know, the ones that play better on a mouse and keyboard. Except FPS, everyone with half a brain would tell you those are better on a control pad. http://www.mfgamers.com/public/style_emoticons/#EMO_DIR#/tongue.gif So with that in mind, the first game I decide to run on my decrepit rig is Civilizations IV. Now I liked Civilizations Revolutions on the 360, it was rather good, it reminded me of playing a version of Colonization that I had on my old Amiga 1200, but more modern, you know because we had moved on 15 years and you would expect that. So that's what I was expecting, a more complicated Civilization Revolution. People had told me that Civ IV was way more complicated than Civ Rev, but I didn't really believe them until I actually got a hands on with this bastard. Yesterday I played through the tutorial, and while picking up the thick end of it there were bits that went completely over my head. Seriously, I f I were to compare these two games I would say imagine playing Snakes and Ladders, then moving on to Monopoly with ruthless players. It possibly has one of the biggest learning curves I have ever witnessed. Saying that, after cracking on with the tutorial again and this time completing the first scenario taking more in than I did the first time, I got into it. I must have done, because the tutorial and the first win took me over 4 HOURS which seemed to fly past in an instance. Seriously, I can see some rounds of this going over days, it's OK now, because I have a few days off, but otherwise this is a long term game. Gone are the days of Civ Rev when you could finish a game in just over an hour, It's going to take that long to get a couple of cities up and running and protected. Saying that, I am having fun with it and I can see myself playing for a few weeks until I have taken each empire to the top via various means. Once I have done this I'll be ready to go on to onw of the next old PC games I missed out on. Hell, if I really get into it, I might upgrade my PC so I can play stuff that was released less than 2 years ago.
  18. 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
  19. This game has been undergoing a bit of a renaissance recently cause of the unity fanport and I figure I've played enough that I feel I want to type words at the internet about it. It's a version of the game which fixes tons of bugs with the earlier DOS version and allows you to run it at a high framerate, and in typical TES fashion supports tons and tons of mods which drastically change the experience. Version 1.0 came out just last year. https://www.dfworkshop.net/ It takes place in the kingdoms of High Rock and Hammerfell (the latter I've not seen yet). You're on this quest for Emperor Uriel Septim VII, the same guy who gets murdered in the opening to Oblivion. You're solving a problem for him, something to do with a letter to some queen with some private matters in it, and the ghost of a vengeful king. None of that matters too much cause it's more about navigating this huge unyielding world (larger than Great Britain in its scale). This is a very different Elder Scrolls than the ones after it cause it's this procedurally generated universe, maybe less than 0.1 percent of the world is authored content. So cause of that it means that they can have thousands of towns, but they are all populated by the same looking buildings and NPCs, just laid out differently. Which is a fairly repetitive, but it is designed as a sort of abstract RPG framework rather than an open world game with RPG elements. Like the world is all there, you can spend years of your real life exploring it but it's not the point (and is insane)*. The point is way more on how you build a character to tackle dungeons, and how the different reputation and skill systems in the game interlock to allow you progress through the world's regions, main quest and factions/dungeons. The sort of 'RPG framework' thing comes into play with the character creator, which is the part that impressed me when I first tried and failed to get into it after Morrowind. There's so many skills in this, beyond the ones that later TES games have. You have all that restoration and blades stuff and you also have the cool levitation skills from Morrowind. But then there's 'climbing', which rolls a dice anytime you push against a wall and does a sort of BOTW style climb against it, and you will slip if your stats are bad at it. This has obvious potential for immersive sim solutions in some dungeons and you can use it to climb over the walls of gated towns at night. Which you might want to do cause you will get arrested if you try to camp outside or will get attacked by ghosts if you loiter. There's languages in it, like the Orc language or Dragonish. I don't really know what they do yet. There's things in it like 'ettiquette' and 'streetwise' which do dice-rolls in your interactions with NPCs, which you have to rely on to find directions to the guilds and churches or specific quest NPCs. My speech skills are really low so a significant amount of time is spent trying to extract the most basic of directions from NPCs. Which is pretty grating, but in a sort of immersive way. When I get enough magicka to cast charm it will be way easier I guess. Stuff like faction and regional reputation seems to play a part in this also, which could have the side effect of pushing you to stick to certain regions and make questing more frictionless cause people might have heard of you and be more willing to help you out. The meat of the game is in this questing, whether it's main quests or sidequests for factions or oddjobs or whatever. There's a timing mechanic to them, go to this dungeon, kill this cunt and come back within 28 days. Or go to some guys house in the town a couple days over and kill the tiger in his bedroom (???) and come back in 14 days. The world is not designed to be traveled in real time so you open a map, type in the area they tell you and it will tell you it took you 5 days to get there, or maybe less if you travel 'recklessly' (which seems to mean you will be unrested on arrival). Then when you're in the dungeon, the dungeons are huge, you mainly seem to rely on using the rest mechanic to heal health, fatigue and magic. Which also counts into that timer. So it's about time management and having ways to save that time really help, like the recall spell or restoration magic. I guess potions could help later but I haven't been able to tell how to get them or make them, they seem incredibly rate in this. Also the dungeons can have locked doors which might be blocking your objective, so not having alteration or lockpicking could cause issues. In terms of deep stories and lore there's not a lot there, it's more about this systemic approach to difficult problem solving in a role-playing context, I think. It's a really difficult game and the tutorial dungeon is designed to kick your ass with a combination of enemies and obstacles in a way to make you reconsider your build, or your approach, or just even playing the game at all. I don't know much about this particular youtuber but he was apparently one of the most popular TES content creators and disappeared for ages, anyway he came back with this vid which maybe explains the game a bit where he does a weird challenge run showcasing the game's systems *That hasn't stopped modders from trying to turn it into that kind of game tho, the mods on nexus are really interesting
  20. 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
  21. 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.
  22. 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.
  23. DANGERMAN

    Look Outside

    the gaming definition of Look Outside starts with a simple request, take a look outside of your window It seems that everyone who does turns in to some Cronenberg style monster, who then stalk the halls of your apartment building as you hunt around looking for items to, presumably, escape, I don't actually know yet. It's a very strange game, which in some ways is to its detriment. It looks like an rpg maker game, it plays like an old style jrpg, in that you can choose to attack, defend, use items, use a special attack, or maybe escape. Some times you can use an item or talk to a monster that will get a certain outcome. I got a kiss off one 😄 and seemingly he's going to be useful later. There's another I can eventually recruit to my party apparently, although it doesn't half feel like you could easily miss some of these characters. At night there's often a knock at your door, so far it's just been traders, but it can be people to recruit, I've not seen that yet. I'm kind of enjoying it, I love the look of it, and it has made me laugh with how horrible it is, but at the same time it leaves you unsure of if you're doing the right thing. Lisa The Brave had the same thing for me, I understand the Jrpg structure, I've played enough of them, but when you alter it a bit it just leaves me 2nd guessing, and as such it can feel weirdly difficult. Like, I don't have a ton of healing items currently, I needed them for a particular area, now I'm a bit stuck. The game will give you some as you hunt around, but I've no idea if they're finite Anyway, it's horrible and strange and I kind of love it, but I wish it was a bit clearer or easier as I think then I'd love it. Just a character with a heal spell would do
  24. Nag

    Atomfall

    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.
  25. Nag

    South of Midnight

    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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