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My battle brothers First up, so far, orcless. Zero orcs. This time you're fighting the Tyranids, a hive mind swarm of demon like creatures (who may not be demons in the lore, but they've blade like appendages rather than arms), and while you might first encounter a small cluster, generally this prompts waves to follow. A lot of the time you're fighting them in standard combat, swinging your chainsword, countering and dodging the larger monsters, and taking out the distant projectile throwing Tyranids with your bolt gun. There'll be points though where you have the high ground and have to try to delay the swarm by throwing grenades or exploding barrels as the Tyranids scamper over to swarm your position It's fun, it's a bit basic and samey, but it's fun. In some ways I wish you felt a bit more indestructible than you do, but I suppose that's less interesting as a game, and the Tyranids are a threat. There's also another enemy type that's more like the rats from A Plague Tale, nicely you generally get a flame thrower for these sections, that's fun If its anything like the original it's going to kick on in the 2nd half, and there'll be some more variety. I think I'm currently trying to get to a lost/stranded Magus, which feels quite early in still. Also I watched this this morning which was quite a good background to Titus up until this point, I'm not sure how much he's a character outside of the games, but there's a lot there
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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.
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I was pretty close to just bumping the old thread because man, is this Persona 3. I'm sure there are plenty that want a remake as faithful as this but I was more on the side of using the opportunity to take a second run at it and tighten it up a bit and improve some of the story of the game. There are quite a few changes to the dungeon crawling element, a lot of additions in presentation and mechanics such as the ability to pass a turn to another party member after hitting a weak spot which makes the game easier. But I was a bit disappointed with the AI party members since there are less tactics than the original and they don't use the new mechanics. Just for nostalgia's sake I tried to play it the old way but it's so not optimal. It just seems to be thoughtlessly added and it's clear they're really expecting people to play it with direct control of the party. I just always thought it was cool to be the leader of an autonomous group and it's just faster too. But oh well! Bosses haven't really been touched very much either, mechanically, despite those getting quite a bit better in later games is a big missed opportunity too. Other difference is it obviously looks better... actually, I dunno, it doesn't have the creepiness of the original to me, something to do with some of the colour grading maybe. Looking too clean isn't hitting quite right. More of the game is voice acted, I think it might be a little rewritten but I'd have to look at side by sides to be sure but it's mostly the same stuff happening and even acted out the same way. I'm not new to this game but I think to someone that is or is coming from Persona 5 it's still gonna feel like an older iteration despite the new coat of paint. It's still one of my favourite games, and I've barely stopped playing it but it's my fault, I did at one point dream of a game that felt like a sequel to P5 but with P3's story and it isn't that. It's P3 with some modern concessions.
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The Demo is out now, possibly the first of two if past Resident Evil games are anything to go off. Based on the demo it's pretty faithful to how the original starts, playing up to the village fight before it ends. The opening moments are expanded and they've developed the combat a little. you can stealth a little now, the knife is a button press, there's opportunities to shoot then melee in a more deliberate way than it felt in the original. There's dodging and parrying, and when enemies are downed you can finish them off, which you need to do and I've had a couple change on me even this early in the game (this could be a demo thing) There are a few changes, as said there's a expanded start with some more story telling played out, and some subversion of what you expect, which runs throughout the demo My only issues so far, I don't like the aiming. I think by design it's easy to miss, but I'm not really a fan of how easy it is to miss even when you aren't being rushed. I'm also not a huge fan of how it looks. That might be a common thing with the engine, assuming this is the same as the RE2 remake, because I thought that could look a little rough at points. I've played the performance mode, and it has loads of ghosting when you turn the camera, whenever there's movement, and just at certain points on any fine detail, so I'm not sure what reconstruction they're using but it's not working great (playing on PS5). I might have another run on the graphics mode to see, then I might even download the PC version
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Guess I might as well, even if ultimately nobody else is going to play this. A bit of backstory, this is the third game from Red Thread Games, Ragnar Tørnquist's studio, which he founded to conclude his Dreamfall saga (with Chapters) roughly a decade ago. Their previous game, Draugen, is IMO an overlooked gem in the 'walking simulator' genre, easily on par with the likes of The Vanishing of Ethan Carter and What remains of Edith Finch, so I might as well use these lines to recommed it. Dustborn started development shortly after Draugen's release five years ago, so for a double-A title that's quite a bit of a ride. I remember posting its first screenshots in a forum that got closed down in 2020, which feels like an eternity ago and predates all the Sweet Baby backlash internet assholes have been throwing at it. It takes place in a near future in the USA, or rather the SA, because united they are no more after the assassination attempt on Kennedy failed and took his wife's life instead, turning him into a cynical and bitter person who proclaimed half of the country a police state and left the other half to do as they please. The game is build around the idea of a road trip and you and your fellow travellers ride a bus from the west to the east coast, looking for some sort of safe haven where they plan on selling some valuable cargo. Fundamentally this is some kind of Life is Strange esque narrative adventure, in which you run around blocked-off areas to explore a bit and talk to people. It doesn't have 'person X will remember this', nor are your choices black and white. There's also no morality bar or something like that. Instead, your choices affect which one of three main personality traits of your companions will end up being the most pronounced. So if I keep using the brutish Sai to knock down walls and afterwards compliment her for doing so, she will slowly turn into a 'punch first, ask questions later' type. It's not a high-level examination of psychology, but an interesting take on this whole morality aspect I think. What it doesn't do well is the mise-en-scène of all these dialogues, because frankly there isn't any. It's people either standing or sitting around, looking at each other and talking, while you can spin the camera around a bit. This is most likely a budgetary constraint but it does drag it down - maybe it's a personal preference, but even very static over-shoulder dialogue sequence à la Dragon Age Origins would have been better than what they used here. Unfortunately the writing can be very hit and miss as well. There's one moment where you have to cleanse Echoes from people, which are remnants of misinformation-spreading propaganda thought bubbles influencing people in their line of thinking. At some point I noticed this must be some commentary on social media and then, not two minutes later, one of the characters just literally spelled it out. But there are some good moments as well and your crew, while not particularly likeable, is at least an interesting bunch. Oddly for a game in this style, Dustborn also has combat segments. It's super clunky and unpolished, but I can't deny that it can be some fun and is a nice diversion, especially as it amounts to, at best, 5 minutes every hour of playtime. There's basic attacks, dodges, parries, some special moves, team-up attacks. It's simple, but cute, though the lack of lock-on means you miss quite a few of your bat swings. Both in combat and during some dialogue scenes, you can also use the main character's Vox abilities, which is kind of this universe's X-gene and gives certain mutants Anomals special powers. In your case, that means controlling people with your voice, which can influence dialogue branches and, among other things, stop opponents in their tracks during combat. During the latter it's a pure gameplay system, but using it during dialogue sequences does have repercussions on your standing with teammates or how the story progresses. There's also a (surprisingly fun) rhythm minigame in there, as the cover under which the group travels is that of a band. And a sort-of ghost-hunting minigame (for the aforementioned Echoes) that unlocks new Vox powers. And maybe more, I don't know – I'm only about four hours in but the game just seems to throw random stuff at the wall in regular intervals. I've not fully formed an opinion on it yet. I think the first 90 minutes to two hours are almost excruciatingly boring as it just drops you into the narrative without much introduction (for that, you need to read a prologue comic from the main menu) in regards to what you've been doing prior to the title screen and why you should care. At a certain point it introduces a couple new characters from the protagonist's past, and then goes on a tangent with a bit of mystery stuff and I started enjoying it a lot more. Guess we'll see where it goes from here. On last note but I like the visual style. It's a clean, comic-style look somewhere between Borderlands and Sable, and chapters are introduced with fake comic book covers and such. Gives it a lot of personality the in-engine stuff not always manages to fully pull off in motion.
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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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About time for some impressions, I think. So its a 2D fighting game made by ArcSystem Works, a studio famous for its 'Anime' fighting games. They usually have a lot of systems and movement options as well as combo systems that can be extended to let players do some crazy stuff as long as they have the execution to do them, which is usually quite hard to do. They have made it simpler here. The first thing is its very easy to 'get in' in DBF since you have a button that activates the 'Dragon Dash' which has you fly across the screen and home into your opponent, and it also goes through most projectiles so for beginners fighting each other having that is useful for swiftly getting in. But it is very punishable, so learning when to use it properly is an early lesson. It has a few mechanics to aid beginners because I'm sure they recognise that this is a Dragon Ball game and a number of people playing it won't necessarily be into fighting games, they'll just be fans of the show so letting them have a good time is a priority here. One of the other ways they do this is by having auto-combos (performed by repeatedly pressing the light attack (LA) or medium attack (MA) for a more powerful variant that ends in a metre costing super). They're not a thing I'm fond of as they won't teach you the game that well but they do make for some cool looking action. The auto-combos, in fact, are totally unique combos. In a lot of other games, they are the same visually as manual combos but do less damage. And since they are unique here its a shame to see them locked into the auto-combos and not be able to do them manually. For example, Frieza, a character I use has a really cool looking move in the first part of his auto-combo which launched them into the air. So what I sometimes do to mix things up is perform the first half of the A-C then go into a manual one when in the air. But I wish I had the option to do this move anytime. But while there is a very flashy and basic fighter there is a high skill ceiling here as well, which you will discover at the time of writing when you go online. It isn't as high as ArcSystem's other games but there is still quirky stuff. Since this is a 3v3 fighter you can call in a member of your team to do a one-off move and jump out again. Using these can give you the ability to get hits in and continue combos where you couldn't without. Or they can be used to cover approaches, help defend etc. There is also the little mechanic also found in ArcSytem's other games; the jump cancel. Its something I've always known about but I've not really put serious time into learning but if you want to get beyond hammering out basic stuff you gotta get used to it. Essentially any medium attack can be jump cancelled. A common thing to do would be crouching MA (which puts them in the air a little), standing MA (pops them up a little more) then hit up while the animation is still happening to quickly meet them in the air. Since you can only use your proper launchers and Dragon Dash once per combo link it frees you up to use them later in the combo and its the mastery of this that really frees up the fighting system as a whole. It's here where it really gets fun. I've not really played the story yet but I hope to get round to it soon (it's kinda bonkers it's about the Dragon Ball gang being controlled by an entity and they turn to the camera when referencing this entity) and it also has this weird turn-based map system between fights. There's other stuff. Sparking Blast and how the online seems to be kinda borked at the moment in that the games run fine until it kicks you out of the lobby for no reason, but this will do for now.
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Been playing this for around 6 hrs on Series S - and it's quite enjoyable. Has some similarities, in terms of roguelike progression, as Into the Breach, although game presentation and pathways are significantly different. I've defeated the first boss, and so I'll see how well it keeps my interest (probably up to a point where it turns into a grind (or not)). Anyway it's certainly a bit different in looks at least to the mainstream.
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This just came out a few days ago on PC (not seen any info about a console release?), it’s really good imo. It’s like a turn based tactics game with some emphasis on moving enemies around and throwing them out of windows, a bit like into the breach, but also quite a bit different too. But that’s why when I first saw a video of it I was interested in it because I really really like into the breach. you basically setup all the moves of your wizards, and can see what the enemy will do before ending a turn you have the chance to rewind move by move, but when you end the turn that’s it for that turn you can’t go back any more. You have lots of special powers like one wizard bouncing a laser type attack between enemies pushing them in different directions, preferably all out of different windows. at first I was struggling with the different abilities and making the most of them but I’ve got into it and using the abilities better now, at first I was getting through the levels ok but struggling with the extra objectives, now I’m getting a lot more of those done too but not always, they add to the difficulty so it’s not too easy. so yeah it’s very good the writing is funny too. ~£15 with a launch discount on steam.
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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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Got Ubisoft+ to play this and 3 days early. I’ve put about 7 hours into this now and I’m quite enjoying it but some of the bad does come in dribs and drabs. Too much of the game so far has been stealth sections in which you cannot use weapons and if caught you surrender and are pushed to the beginning to have to do it all again. Someone at Ubisoft must have thought the stealth section of Ocarina of Time was the best bit 😆 When not doing this though and playing along at a leisurely pace in cities or travelling the large gorgeous world it’s quite a blast and I look forward to getting more into it.
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I'm shallow and wanted a pretty game for my PC, so I got this. Mainly off the back of Alex at digital foundry comparing it to Crysis a lot It's a fairly boilerplate Far Cry template, for the most part. Big map, fogged up until you go to different areas. Towers must be captured. It's got some things in it though which I think are neat. One thing is I think the criticism about Ubisoft checklist games is reaching some decision makers at the company, as it foregoes map icons and tries to hide the waypoint janitor busywork within a more organic framework. That framework still being a Far Cry template, you craft and gather and stealth archer your way around. But it feels more cleverly integrated and less of a checklist (tho undoubtedly this is something that'll be less the case after time with the game, when the novelty wears off) You play a Navi and your background is a bit fish out of water. I've not seen the 2nd film, and I just don't care enough, but it's straightforward enough and seems to take place alongside the 2nd one I think. The whole ethos of its gameplay seems to be like you're a hunter gatherer on Pandora. There's dynamic time of day and weather, though oddly it seems for the opening this is entirely scripted and not dynamic? I'm not sure why that is. But if effects gathering mechanics cause somethings you want to gather at night, or while it's raining, or vice versa. Then you get better ingredients for cooking. There's also a whole mechanic in the game around 'clean kills' and 'mercy kills' for enemies, which requires you to study their weak spots and basically kill them quick and with few shots. It's very difficult, moreso than it sounds, I haven't done it properly once The game is the most visually spectacular game I've seen in a year full of visual spectaculars. It's Crysis but for the present day. The foliage density is peerless, they even have a 'hidden' graphics setting called 'Unobtainium' which sets everything way higher. I don't find I need that though, one thing I find is after about an hour playing this my eyes are really sore and I might have a headache. Said this before about Horizon, but there's so much detail here it's hard to take it all in and I think I'm not blinking as often as I should. Combined with the HDR highlights it's like my corneas are getting mildly seared. So it's very visually fatiguing. On the one hand, that level of visual noise is annoying. It's difficult to see things when you're running through the forest. On the other, it's weirdly immersive in that the enemies with their camouflage actually camouflage, and you need to use your navi vision to spot them (the visual effect for this sucks though, it looks like a migraine). The fauna behave a lot like the wildlife in RDRII, and do a lot to make the game world feel alive and will scuttle under the foliage and come out to surprise you, and fuck you up. The flora is also interactive, you can shoot certain plants and they will let off a big fart or smoke and I assume that has gameplay implications if you want to fuck with the soldiers. It's not on a TOTK level at all, but it means a lot that the world isn't static. The weather and your own character will displace and move the leaves and things around. It's a world that's really well laid out also in terms of getting around, you have these huge branches which form almost a highway system which let you get back and forth quickly. The movement system feels like a pared down version of Mirror's Edge and all these different systems and mechanics blend together quite well I'm finding. It works well enough that it makes hunting and gathering not feel as tedious as it might be. Naturally those movement mechanics lend themselves well to combat also, my fave trick being to jump between branches and do a charge jump out of cover to headshot a soldier (this has a very nice and generous aim assist, worth using even on M&K) All those details are really cool. It's very standard tho in its gameplay structure. You go to outposts, fix their broken shit, beat up the humans turning the forests into ass, unlock more regions of the map. It's still one of those games, but they try and keep more of it within the world rather than within a map system. It even does a thing where they don't actually give you a waypoint for a quest, they give you a text description like 'go south of the river and look for the smoke, beat up the RDA'. Or 'find the home tree near yada yada'. It makes you learn the geography and orient your way there. All that said, I don't see this landing anywhere but number 10 on my goty list, but it shows how you can make this style of game feel less like a spreadsheet and more like a video game by surfacing it in a more 'old fashioned' way
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Seems a lot (relatively speaking) people got this, so I think a topic here makes sense after all. I don't think this needs context, but just for the record: this is a collection that includes three classic Castlevania games initially released for the DS (Dawn of Sorrow, Portrait of Ruin, Order of Ecclesia) as well as both the original version of Haunted Castle, an arcade game from the 80s, as well as a complete remake with SNES-style visuals and some other changes of this last game. I started with Dawn of Sorrow, because it's my favourite of the bunch and also the first one that came out (despite being placed at the bottom of the list in the menu). Plus from what I recall it's the one that made most 'use' of the touchscreen, so a good litmus test for this specific release, too. On Switch you can use the touchscreen if you're playing in handheld mode, so there's nothing lost there either way, but the alternative is holding a shoulder button and moving a cursor around, which is a less than ideal alternative. Thankfully the magic circles you have to draw are now also QTEs, but stuff like destroying ice blocks is a bit finnicky so I decided to play that section in handheld mode. IIRC the further you get the less frequent these gimmicks become, so it's only really a small issue in the first hour or two. We've already discussed the multiple screen options in the News topic so I'm not going to repeat those, but I noticed there's also a setup where both screens are displayed vertically, like they were on the original system. I think it would have been really cool to have that setup in Tate mode, but that's really just a nitpick because it would only really be useable on Switch (and maybe PC depending on your monitor setup). As you can see in the picture there's a lot of extra stuff in there as well, like the complete OST that works as a music player (and those games have some of the best tracks in the entire series IMO), a gallery which even includes the game manuals, and you can also choose which version you want to play (EU, US, JP and in Ecclesia's case, even the Korean version, though I'm not sure what's different about that one except the language). In any case, I've been really enjoying the little time I played so far. I usually only associate consoles and games I played as a kid with nostalgia, but the moment I stepped into the first area with its wonderful music I got hit by quite the wave of good old times. Absolute recommendation, these are classics for a reason and M2 did a great job of porting them over, as usual. Not to mention that we get a completely new remake as a bonus, too. [Also, a bit off-topic: while I was going through the gallery I noticed a promo picture for Castlevania: Judgement, which was on the back of one of the manuals back then. I wonder if they plan on re-releasing the 3D games as well considering we're now kind of 'through' with the 2D games. I realise they're not as well-regarded, but I think the PS2 ones are somewhat decent and Judgement, despite being a super broken and unbalanced fighting game, is quite a fun little guilty pleasure with a ridiculously good OST.]
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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:
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I started playing some of this. I'm definitely going to need digital foundry to hold my hand on what settings I should be turning on, the auto detect option on the game itself recommended I max the game out but that isn't happening. I figured I would settle for 30fps but the camera motion in this is really bad, it doesn't feel good. So I'll have to tweak that. Anyway it's very janky and hard to play so far. Everyone makes a big song and dance about DLSS but it dont play well with camera movement. I guess there is a hell of a lot of detail to be reconstructing all the time. Sometimes the game looks spectacular but sometimes I'm sort of finding it to look kind of terrible. Part of it is the game feels sort of weird. People phase into existence in front of you, cars render in front of you. Obviously there's weird shit with people t-posing but that's minor. At one time in a cutscene V was completely naked for no reason, that made me lol and makes me wonder if your model is always like that cause it's a FPS game and you can't see your tits or dick or whatever. Gameplay wise I find it hard to play and the HUD and text is such a bad clash of colours and design that I can't tell what's going on half the time or what the things I'm picking up are. This could just be the awkward teething phase but it feels kind of gross. The driving is also really swimmy. I mean I'm sure it gets good as you go in but yeah it's like kind of clunky in a really strange way. These guys did make The Witcher III I suppose. It feels like someone took Euro jank and gave it all the money but kept the jank. The game throws a million things at you at once and displays a bunch of info on your HUD that's hard to keep track of. It's not a very gentle easing into the world, it sort of just throws you in and you're constantly bewildered, well I am anyway. I'm confused. There's a lot going on here but it's not so much that it's deep just that there's a fucking lot of it and I can't be arsed to read it all. I played 3 hours of it, one of which was a big shootout. The shooting doesn't feel good, but it sounds good. Aiming is bad, there's a lot of control options to figure out so I will definitely be following whatever guide somebody puts up to fix the issues with it. Anyway it's cyberpunk, it does the Bladerunner thing. Pris is in it, sort of. That's what people wanted, a very Bladerunner-ey game. Except this is less chin stroking and more aggressive 90s Rob Zombie in your face all the time. Feels of an era This game is very hard to run, pretty much never see 60fps at the settings the game recommends for me. It's exactly the kind of game people were expecting, an absolute monster for both GPU and CPU. A new Crysis.
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Played an hour of this so far and agree with the above. It's very Souls in combat, but if those games disagree with you due to the lack of direction, this is more like a proper action RPG with main quests, side quests and a compass type thing in the UI that shows where you need to head to do your thing. I have no idea what's going on in the story as I wasn't really paying attention, but it also seems a bit intentionally vague as well. Art style seems cool, but not sure how I feel about the lack of faces.
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Well this has turned out to be a very pleasant surprise... So let's get this out there straight the way, although this has strong rhythm elements you could (up till where I've played at least) get by with a bare minimum of rhythm... yeah you'll get damage perks and better scores but you can button mash your way through just as well. It looks lovely, very stylized with a look of Lollipop Chainsaw or Sunset Overdrive and for me pretty humorous too without going too far that way. Special mention must go to the soundtrack which so far has been pretty amazing, especially the original music and the way the whole stage seems in sync with the beat. There's a fairly decent amount of accessibility options too for people, who like me, have no rhythm whatsoever... so far so enjoyable and it's a game I probably never would've given a second thought to if not for my Game Pass sub... Great stuff.
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Let me start by saying I hate the Americanised spelling of the title. I'm just copying exactly what's there, though, so don't pull me up for it. Now let me follow up with what @Sly Reflex said for EDF 5... "If you've not enjoyed these games before, abandon thread now. There's no point in you wasting your time here. It's more of the same with tweaks, mostly good tweaks, but nothing that's going to convince you you want to spend time with the series." I've been playing this online co-op with Rosie (it was one of her free games the other week, so I'm like a pig in shit), and honestly, it's tons of fun. The story follows on directly from EDF5, and the invaders aren't happy about earth turning the tide in the last instalment, so they've amped it up to wipe out humanity altogether. I've currently only played as ranger - the default character - but there are a couple of tweaks that are fantastic for QoL. You now have a slot for a backpack weapon. This could be anything from a vehicle to a healing grenade, to regular grenades, to your very own turret. This is a great addition that means you're not completely fucked when the crowds become overwhelming and you're trying to reload. I've been using turrets a lot, just to try and thin the herds in harder levels. The turrets also have a decently large angle of fire, so they're not bad as anti-air solutions, either. D3 have added a visual indicator of damage. Great for the numbers people who like to try and figure out the hit points of any given enemy. I've not given it my full attention, but I do keep a side-eye on the numbers as they tick up and consider whether it's worth reloading or not. Lots of new enemies, as well as plenty of familiar stuff from 5. Off the top of my head, I think there are at least 8 new enemies. That brings it out to about 12-15 different enemy species, not including the kaiju or palette swaps of enemies. Some of the older enemies have been tweaked. There's a new variation on the jumping spiders, for example, that fires electric threads. So that's a new one to consider. I don't know if it's just because we're both playing ranger, or if it's because we suck, or if I've been carried more than I realise in 5, but this one FEELS harder, too. So much so, we've been playing on normal just to try and boost our armour and weapons before heading into hard/hardest/inferno. One of the big criticisms I've seen online is that some assets, maps and exact missions have been recycled into EDF6. Without delving too much into spoiler territory, this is true, but it's also done in a really smart way that feeds the narrative beautifully. Look, this is still B-Movie bullshit, but it's B-Movie bullshit that makes sense(ish). I've been all in on this series since 4.1, and I fully believe that if you didn't like it before, you won't like it now. It's still janky, it's still running on the same 20-year old engine the last few games have utilised, it still descends to single digit frame rates when shit kicks off, and enemies look like they're animated by the same guys that made Jason and the Argonauts when they're in the distance. However, if you've been on the fence, or unsure, or just haven't had much experience with it in the past, I think this is the one that's worth jumping in to. Don't expect much fun in single player. Get a mate or three and have an absolute blast in co-op. Honestly, I think the series has taken over my brain a little bit, because I'm currently playing this 4-5 nights a week with Rosie then dipping into 5 with Sly and a couple of people online each week on top. It's great fun, and if Helldivers 2 has ran its course for you, I think this is definitely worth taking a punt on. Maybe wait until it drops to £30, though. There's enough content to justify full price IMO, but it's far too samey level to level to drop £50-60 on.
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Had this lying around for a while and decided to give it a go at last. I'm completely unfamiliar with the original, I know it melted video cards back in the day and I do have the remaster/remake, but never got around to playing it. So I couldn't tell you whether this was a sequel or a reboot or something in between (though I think it's a sequel). In any case it drops you on an alien planet as a dude with no memory, gives you a jetpack and a gun and then asks you to talk to aliens that are surprisingly open-minded about a human running around and shoot a couple of spiders (or rather tons of them – I played for 2 hours and already killed 200 enemies). Fundamentally this is an open world game designed with late PS2, early PS3 design principles in mind, there's a couple of points of interests your map reveals by you running around close to them and completing them usually results in immediate rewards like a larger health bar etc. There are shades of RPG in that you have two separate skill trees for traversal and combat, each of them using different kinds of XP so thankfully it doesn't force you to choose between cool Jetpack stuff and cool shooting stuff, but rather how you prioritise developing either independently. The early game is super talkative to the point where I think it's maybe a bit overdone. Think ME1 Citadel but without the smart word-building. It does a somewhat good job of introducing its own lore and vocabulary (in a nice touch, you can make a glossary pop up mid-conversation) during these early moments, but you will feel relieved by the time the world opens up and you can wander/glide around on your own. I have invested zero points in combat so far but the shooting feels good (even if movement not always does), thanks to some aggressive auto-aim on console that works almost like a lock-on (you can turn it off if that's not your style). There's also an energy shield at your disposal that works as expected and can be used as a melee attack up close while the Jetpack can help you dash around on the battlefield. There's also some super attack that freezes enemies around you – so definitely more than enough tools to have some fun, though I admit none of them are really necessary when fighting spiders. Though I presume that will change as it goes along and enemy strength increases. Visually this is a splendid production that yet again proves we don't really need AAA budgets, with really beautiful flora and some great use of bloom and diffuse lighting to give it that distinct alien 'Outlast' shine. It doesn't, however, run super clean, at least on console. Quality mode feels a bit sluggish and Performance mode has frequent dips in busy areas and screen tearing. It doesn't bother me too much and it does talk about some VRR thingies in the options, but I can't try those out with my TV. The other downside of its presentation are rather dated character models and animations, though that's usually the case with these mid-budget games and I really don't mind it at this point – especially when the writing is very early 2000s anyway, it's not like it'd pull you in with masterful dialogue anyway. But so far this makes a really nice first impression if you go in with the right expectations. (Not a glitch on the gun, it just looks that way.)
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Spent a few hours with this over today and Friday (through Game Pass on Series X) and it's OK... I've seen it described as a Souls-lite which is a fairly good shout to be fair, this actually has three difficulty levels though which is nice for a game like this (although you can't earn achievements/trophies on story) and so far it's been pretty manageable even for someone as crap as me at this style of game. You play as Nor and her companion Enki (the magical god fox)... it plays much as you'd expect with melee combat mixed with a little gun action. The gun can be used to knock enemies out of unblockable attacks and such. It has a cool risk reward thing going on where different actions in combat will raise a percentage multiplier and you can keep that going for as long as possible before you choose to "bank" your reputation but take one hit and the percentage is zeroed and your reputation is banked minus the percentage. Reputation can be dropped at death and needs to be collected again before another death. The story so far has been a bit meh, something about the Undead and bad gods blah blah... tbh I've yet to play a game like this that actually had a good story and the voice mixing isn't helping much considering a couple of the characters seem to have voices that consist of pure bass and just seem to rumble more than anything else. I kindve feel a little hooked on it so far though... unless there's a massive difficulty spike along the way I can see myself slowly plugging away at this.
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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.
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It's a bit like deus ex/dishonoured but less stealth and more scary. i really like those games so i really like this game. it's also less level based as you can explore the whole space station. you can get powers to turn into a cup, although i didn't really use them. and i say it's scary but its maybe more that the music is scary, it put the fear of god into me and i had to keep taking short breaks to calm down, had some less intense music been playing i think i could have halved my completion time of around 33 hours. oh and you can do stealth but i didn't so not sure how viable it is, but it didn't seem as viable as in deus ex/dishonoured. you get upgrade points that you can spend on special powers/more health and stuff. some of the powers seem cool but i didn't really use them, i went for hacking/repair/heavy lifting stuff to open up more areas. some of the enemies can turn into in-game objects, like a book or projector, which can be quite freaky. the crafting/materials system is nicely implemented, didn't spend much time messing about in the inventory. the gloo gun is pretty cool, freezes enemies and can be used to aid platforming, although the platforming controls are a bit hit and miss. my basic tactic was to gloo gun stuff then shotgun it in the face - i was playing on easy mind so that might not be as effective on higher difficulties. the story is really good and intriguing, although the end was a little disapointing. lots of interesting side missions too. and the game makes you think about your choices, some side missions i didn't do because i was concerned about the consequenses. i played it on pc, my pc is old (2500k) but with a modern-ish graphics card (970) and the performance was great, looks really nice and ran really smooth, except for 1 room, where even on medium it was a little choppy. so yeah i liked it
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So this has a demo out, presumably on every system, and it's relatively chunky at around 90 minutes to two hours. Turns out it's pretty neat and I actually bought it on a whim after the demo ended. One thing I noticed right away is that despite there being lots of discourse about it, most of it was so focused on its technical side that I never really knew what kind of game it actually is. So I was a bit surprised to find out that it's not a linear run & gun shooter, but more of a story-driven adventure with (very) slight Metroid elements, platforming sections, a couple of (easy) puzzles, a skill tree and some downtime sections where you talk to NPC. Not saying a straight up shooter would have been worse than this cocktail but the fact that there's more to do than just click on heads was a welcome surprise. I also really enjoyed its opening act – the story is a relatively trope-heavy YA mix of different things, but it's surprisingly engaging IMO. On the gameplay side, while it's not all shooting, the shooting part is still the meat of it, with every aspect of the skill tree boosting your combat prowess. As the Avatar Unforeseen, you can wield all four elements three magic types, which means you have the funky equivalents of a rifle, a shotgun and an SMG build into the gauntlet on your hand. Per magic type are three subtypes and there's a bunch of other stuff like Overdrive and more powerful spells filled by a mana gauge. It can feel a tad overwhelming at first but you'll soon learn to wield them properly, pick out snipers with blue magic (rifle), pull in supports to finish them off with the red magic (shotgun) and slow down brutes while pumping them full with green magic (SMG). I do want to point out though that it's a very static game in the sense that all the horsepower of the console is being used to make it look as pretty as possible. There are zero physic toys available here, the world is purely decorative. I'm not too bothered by this but it does feed into the discussion that hardware resources are being used for ultimately irrelevant things today. Speaking of, visually it's really stunning, as expected. I think there have been a few patches since release that increase the native resolution and make the upsampling a tad less aggressive. It does look sharp, but I'm only on 1080p, so hardly a high-end benchmark situation. But it also runs a but sluggishly at times and can only really hold the 60fps target in closed-off spaces. Which I think is the exact opposite at what it was at launch, when it was locked to 60 no matter the cost. Probably would have preferred that to be honest, but at the end of the day it's not a dealbreaker for me. But so far, so good. I wish the demo had come out a bit sooner, because I think it might have helped selling a few more copies and avoiding the unfortunate downsizing of the developer. Getting greeted by this when booting it up feels really bittersweet now:
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It's hard to explain The Cub without being reductive. It's kind of a really pretty Limbo, except without the puzzles. The most striking thing about it, without doubt, is how it looks. It looks like a cartoon, the devs have done an amazing job with it. It's even got the choppyness to the animation, without it being too overbearing. The characters look great, the backgrounds look great, and there's even a few bespoke animations that are only used for set moments. It runs really well too, my desktop hitting it's max framerate on a game like this isn't a huge surprise I suppose, but it was locked at 60fps on Steam Deck too Gameplay features a lot of platforming, nothing especially challenging, we're not talking Celeste or whatever, but you will likely die a few times. Often this will be because you have to encounter something to know it's coming, the mine cart section for example, it's just a case of failing until you learn it. It's also where I noticed a did of animation delay. Pressing to duck actually takes a few frames to happen because The Cub animates to duck. That caused a few deaths. The double jump either gets taken away from you at points or it's more temperamental than it should be. Similarly there were a few times The Cub didn't grab ledges. It adds to the feeling that the platform mechanics aren't quite there The rest of the game is made up of stealth, chase, flying and a couple of swimming sections. With the stealth it's not always clear what will act as stealth, a problem from the art style I suppose, but it's not too frustrating. Which sums up the game I suppose, you'll die a decent amount, but it isn't hard, it's just a case of learning what to do A word for the story too. Humans have fled earth, they're now Martians and are taking trips back to mine resources and play golf. The Cub is a mutant who has survived on earth. The catastrophe that made earth uninhabitable was caused by late stage capitalism, and the rich abandoned the rest of us to die here. There's a ton of moments that are pulled from the headlines, I suppose your mileage with that will vary. All in all The Cub is a decent game. It came out earlier this year and had a pretty significant discount on Steam during the recent sale. It's a few hours long, nothing too demanding
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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)!