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  1. Mixed emotions! I play for hours having relaxing fallout adventure fun and then it'll freeze, I'll get stuck behind something or worst of all its bugged and I can't get a character to do something they're supposed to. So I'm stuck.
  2. I'm a few hours in, steam says 6 hours but it's closer to 4 with AFK. I'll say so far it's not what I was really expecting, which I mean in both good and bad ways I guess. Firstly it's not really a BGS take on No Man's Sky, or Elite or any of those games. It's not really like Skyrim either though, so far. What it feels more like is a Bethesda take on Mass Effect 1, in that it's an open 'universe' game that's very fragmented. You have central hubs which contain lots of quest givers, then menus which connect you to the rest of the universe. You have bespoke planets like Mars which contain a small open world and settlements. You go in your shuttle and take your pick from a map, and you end up in front of a skybox which represents the nearby planet you're orbiting, and there's some random encounters that can happen out there So that's the way the space travel works in this. You can also immediately just travel somewhere by opening the map whenever you want. That seems kind of spoiling the fun to me though, like a way of making things feel small. In a sense, this is pretty disappointing. Not because it isn't a massive seamless space sim, but moreso the way all the transitions are handled. It seems kind of dated and disconnected. Taken in context it might not turn into such a big deal when the rest of the parts come together and questlines progress. But it does feel a little bit of a misdirect by Bethesda, intentional or not, as to the true character of this game. But in any event Mass Effect 1 is an extremely good game that holds up, so its take on space exploration isn't a bad one to ape. Question is does it work well within the framework of a Bethesda game The setup is pretty dry. It also kind of feels like Mass Effect a bit. You get your macguffin and a companion goes with you. Reviews have said it's a good idea to prioritise the main quest, for gameplay and progression purposes. I don't really know why, but I did plan to mostly stick to it with the odd sidequest rather than drag the pacing out so that's fine. But the universe is not level scaled like Oblivion and Skyrim so at some point you will presumably be forced to do optional stuff to account for that. Also just in general, mainlining a main quest in these games seems like shit advice, you want to weave those sidequests in as well One thing I like: your companion can input on dialogue interactions. Went to a sort of Mos Eisley place on Mars where my companion butted it and haggled with another NPC. This was a sort of tutorial for this mechanic, but it would be an interesting example of the game's flexibility if these quest interactions also extend to the other optional companions you can find. I don't know that they do that for a fact, but you would reckon that they do. Another thing I like is this one quest early on where a guy asks you to find some patient data he misled, and just tells you the general area he lost it in. No waypoint for this quest, you just sort of wander around and it forces the player to take in the environment and incidental dialogue, as well as read signs and develop a mental map of the area layout. Not that the dialogue is riveting or anything, but it's a minor pivot back towards the design of stuff like Morrowind where the world was the point. In terms of reactivity, I picked a trait called 'Serpents Embrace' that made my character addicted to grav jumping or they take a debuff (and a buff if they do grav jump). I completely misunderstood this when I picked it, I thought it meant I had to literally jump all the time, but it means warpspeed jumps with your space ship. Doh. Turns out this also means they are a follow of a thing called the faith of the serpent, which is a pretty edgy backstory for an introverted chef. I got unique dialogue options during one quest because of this, so maybe there's more things like that which branch out and lead to different options. I also like how gravity effects the combat. You can cyberpunk style spring jump over buildings and lightly glide an explosive down a hallway, gently carried by the low gravity of Mars, like a spicey present for the space raiders. It seems like temperature might also play a part in outworld exploration, but I'm not sure in what way really. In terms of hubs, the first hub is a bit boring. Too green. But the 2nd one I went to on Mars was pretty cool and reminded me of Omega in Mass Effect 2. Also seems to be the place where you can take jobs from bounty hunters, if that's the way you want to point your character. Things I don't like, exploring the surfaces of planets seems mad boring. It's just a bunch of fucking rocks, the lack of a Mako is keenly felt. At the very least tho they have different environments. I took a radiation debuff on the surface of the moon which apparently fucked my suit up. Another thing I dislike though it's subjective, they put a weird filter on the game in certain worlds. The starter hub area has The Matrix filter on it. Shit's green all the time. The Mars area has a red filter. You can walk in a room and see the filter fade in and out, it's very weird and overdone and leads to a blown out look. It doesn't look good on OLED, looks fine on LCD though No HDR btw, at least not on PC. You can get auto hdr working using a weird work around, but it looks bad and make things more blown out so IMO stick with SDR. Apparently it's a similar situation on Xbox
  3. Kinda surprised there's no thread on this yet, it seem like something a few people here would enjoy. Anyway, this is an awesome little title based on Scandi fairytales. It starts as a delightful, personality-filled romp where you, as young boy Olle, climb out of your log cabin window and follow your sister through a forest. Along the way you skip through peaceful, flower-filled meadows, play hide and seek with gnomes, and even shepherd some cherub-like flower pixies into a paddock. You then explore with your sister, climb a mini-mountain and all is right with the world. Obviously this would make for an extremely short experience, so let me be clear. This is the last good thing that happens to you in this title's brief runtime. Amongst other things, your sister is kidnapped, you're hunted by a character called The Butcher, you wade through a lake of lost/sacrificed souls, and you battle against some naked forest lady whose heart is visible through the open cavity of her back. This is truly one of the darkest, most horrifying games I've ever played, and the huge contrast between the gorgeous visuals and the awful undertones means every aspect has a real impact. Gameplay-wise, it's not going to win any awards. A couple of bits are really awkward to control, and at times Olle doesn't quite do what you want him to. Everything else is so, so good, though, especially considering this is the studio's second ever title. The graphics, at times are stunningly beautiful, with this unique saturation that makes the grass and flowers look almost real. The character models swing from charmingly stylised to incredibly creepy. Sound is great, except for one section set in a village about two-thirds of the way through. I love the fact it's based on Scandi folklore, too. Essentially, imagine Little Nightmares if it was cranked up to 11 and you'll be running along the right lines. It only has a 4-6 hour runtime, so if you've got an afternoon or evening spare, it's definitely worth downloading (especially if you have Game Pass, as it dropped there last week). It's one of the more unique titles I've played in a while. And the music for the final boss is In the Hall of the Mountain King. AKA the Alton Towers advert theme.
  4. 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)!
  5. 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
  6. 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.
  7. Played for a couple of hours and I'm happy to say that, so far, I've loved every minute... everyone already knew it was going to be a spiritual successor to Dead Space and apart from the inclusion of melee combat that's just how it feels. You play as Josh.... sorry Jacob.... who for reasons finds himself locked up and awakens in his cell with things very much already fallen to shit... not long after you receive your first melee weapon and after a quick tutorial you're left to it... I was worried by the dodge mechanic in this for a while but it's actually not too bad... there's no timing window, something I'm immensely grateful for as I have none, instead as long as you're holding left or right when the enemy swings you'll dodge... just don't dodge in the same direction twice. As for the hitting things, it feels meaty as in The Last of Us 2 meaty... and messy which I suppose trying to batter a monster to death would. I've picked up a pistol but so far I've not had much cause to use it... ammo seems sparse. As expected it looks really nice, they nailed lighting and sound... something that would've been criminal coming from the guy who gave us Dead Space... he sure knows his outer space. I've already died a number of times on the middle difficulty with some pretty disturbing death scenes... I think I'll be seeing lots more of these during my run time.😂
  8. FromSoft isn't messing around! Giant Mech✔️ Missile launcher✔️ Big gun✔️ Laser sword✔️ Jet propelled agility✔️ ..And go! This isn't Metroid however, this is your standard tool kit. Master it quickly. You get about the first couple minutes to introduce you to the controls. Then, you're on your own. Free to roam and battle as you wish. Your first objective has four markers, to be approached in any order. Naturally there is a lot of distance between each and From is quick to demonstrate that the enemies have the advantage. This is their base, you are the intruder. Be prepared to fight waves around any given corner. Some nice little Codec-like voices are your only warning the enemy has spotted you. The controls have come a long way since early AC's. After only an hour or so, I get what they were saying about taking what they've learned from Souls (more from Sekiro, really) and applying it to AC. Combat is fluid, reactionary and fast-paced. It all feels really intuitive, however. I imagine the first boss will be a rude awakening to any new to AC. I died a handful of times. But, this isn't Souls. This ain't no Vanguard either. I didn't defeat the boss by learning it's patterns, tells and counteracting them. No, I beat the boss by making the most of my own abilities. Your handler gives you one hint to dodge a specific attack. But it's more important than it seems. I mentioned Sekiro before, because you have the same meter system to the boss fights. Get the bar into the red with sustained damage and not only does this put the boss in a stunned state. But they take more damage too. Be careful that it does work both ways. Not to mention the cooldown to all your weapons and dodge/agility capabilities. This is all demonstrated in the first boss fight. When I "got it", I smashed the boss quite easily. I didn't get long to play today and likely even less time tomorrow. But just from the opening mission, I'm very impressed.
  9. So I'm about 4-5 hours into this, and so far it has been nothing less than phenomenal. It's a sequel to 2019's Jedi Order and takes place 5 years after the events of that game, again with Protagonist Cal Kestis (motion captured by Gotham's Cameron Monaghan), this time a lot more attuned to his Jedi powers, a little more dishevelled and world-weary but nonetheless determined to expunge the Empire from the Galaxy bit-by-bit, using his Jedi powers in tandem with small groups of misfits around the galaxy to do so. As this is a sequel, it plays very similarly to Jedi Order. You pilot Cal, his lightsaber(s), wield the force and explore different planets around the Galaxy in way reminiscent of a Souls-like and something like GoW/Tomb Raider 2013, you're able to go round different paths only to come to a dead end that will have a shortcut nearby it which will lead you back to a Mediation point (this games' Bonfires), you'll also encounter areas and paths that are inaccessible to you on your first visit, you'll have to return to these later once you have the required power and unlock the path. There's a lot of games like this nowadays, particularly open world third-person adventure games, so it's likely you've played one similar at some point, pretty much everything is back from Fallen Order, the way the game plays mentioned above, the platforming, certain set pieces, certain slidey bits you drop down into before/after/during said set pieces, you'll be lightsabering a lot of Troopers and wildlife, solving puzzles and collecting trinkets. There is a grappling hook of sorts this time around I don't remember being in FO, there are also stances that enable you to dual-wield, double-end or just have the standard saber setup. You can now customise Cal to the Nth degree (apart from changing his hair colour), including his Beard, Clothes and Hairstyle, along with his Saber (oo err) and your trusty Droid BD-1 who, again, returns from FO. So far I've explored two planets. The game itself starts off in the dingy underbelly of Coruscant, which is every bit as amazing as you think it's going to be, Neon signs everywhere, cyberpunk vibes out the wazoo, flying cars whizzing about all over the place, gaudy electric billboards and all the trappings you'd expect from this City Planet if you've seen the films. This planet is quite linear, you pretty much have your objectives and can still go off into mini-exploration zones which usually circle back and where you first started exploring from, but a lot of it is locked off for the time being, giving you a streamlined approach to the objective at the levels finale. Koboh is the second planet I've been exploring and is absolutely bloody massive. It's a Wild West feeling Frontier planet (complete with the accents!) which seems to just go on and on for miles from the vistas I've found so far. It's rocky but with plenty of beauty and charm, lots of interesting wildlife and interesting flora and fauna to look at and admire, I thought Coruscant was a visual spectacle but some of the vistas in this have been absolutely mindboggling. Compared to Coruscant which felt like a Planet you'd visit, this seems to be the Bogano of Survivor, the hub planet, with loads of different paths possible for you to take, loads of NPCs to speak to, shops to peruse and lots of mini-games and activities you can partake in Whilst I very much enjoyed the previous game, it did have lots of niggling technical issues that would eat away at your enjoyment from time to time, it just never really felt polished. You'll manoevre Cal onto a bit of pipe and he'd randomly do a Tee pose, there would be silly little bugs frequently enough that you'd notice them and kind of roll your eyes but never really annoyed or frustrated, that kind of stuff. But here, thankfully, all that has seemingly been eliminated, in my eyes at least, as everything feels so incredibly polished and buttery smooth, as alluded to above the game is a visual spectacle, it looks absolutely bonkers at times, particularly on my TV. I'm playing in Quality Mode on PS5 for reference. If on PC though, it might be best to wait a couple of weeks for a patch, because, much like most big recent PC releases that version has been borked - which is a shame and not acceptable - but if on XSX on PS5, this would get a strong recommendation from me already, particularly if you're into Star Wars and/or similar third person adventure metroidvania/souls-like type games. Pics:
  10. Maryokutai

    Atlas Fallen

    I'd like to preemptively say that I'm enjoying this very much, but I want to start off by mentioning two major flaws because the game can potentially put you off initially before it sarts to come into its own. First of all, do not play it unpatched. Because I have a very slow internet connection but wanted to give it a shot right away the day I got it, I installed it offline and dear god. Whatever "gold" version they pressed on the disc here is basically an alpha version. It looks and runs significantly worse than the finished release, it lacks fundamental gameplay elements (no lock-on for example) and even the settings menu barely has half the amount of options you eventually have at your disposal after it's been patched. Deep down I think it should be unacceptable to release a game in this state but we're so far down that path already that I feel like wasting my energy to point it out. So, tl;dr: don't play this without the Day One patch. Secondly, the game itself has an incredibly weak opening. Think back to how masterfully The Last of Us introduced us to its world, its protagonist and his motivations in a very effective 15-minute rollercoaster. Now imagine the complete opposite if that and you have a good idea of what Atlas Fallen's prologue is like. It's magic mumbo-jumbo mixed with a visually very unappealing tutorial area and leaves a very unappealing first taste. That said, now to the good stuff, because at around two and a half hours of playtime the game does its own 180 and turns into what I'd summarise as a surprisingly enjoyable mix of open world action game and light RPG. After the tutorial it throws you into an open world hub that's big enough to be believable as a place but small enough to not feel overwhelming in a way few modern games are. And while the game's structure with quests and areas being gatekept by enemies above your level is very RPG-esque, the actual progression system does kind of its own thing. Instead of collecting XP and levelling up, your character becomes stronger by upgrading their armour and unlocking Perks associated with that progress. In parallel to this you find, in a very motivating pace I might add, a lot of active and passive "Essence Stones", which are basically skills and buffs that enhance your options during combat. Combat itself is a mixed bag and also a clear indication that this doesn't go all the way as an RPG because there's only one way to approach it and just a couple of variables through the aforementioned stones. The game is build around the so-called momentum gage, which fills up as you attack and do other violent gamey stuff. Said gauge is split into three segments and every segment is linked to one skill you previously equipped, with the third one obviously being stronger than the first. The higher the gauge, the higher your damage and the lower your defense, which is described as a risk-reward mechanic but doesn't really feel that way because you have no control over it. Generally speaking, this all works rather well and is good fun, but I have two problems with it: firstly it's very, very easy to miss the indicator for off-screen attack prompts, so I'm getting hit quite often. Might be a me-thing though. The other one is not though and that's the very wonky lock-on. Bigger enemies have multiple body parts you can destroy for better loot but the lock-on is so finicky against those enemies that you sometimes can't get the right part locked or the game refuses to let go when you'd rather want to focus on the small mob running around etc. There's ways to work around this – my solution is not using lock-on at all until there's only the big one left – but it's still something to point out as a flaw. Outside of combat the game basically just consists of exploration, which is fun both thanks to the world's verticality and the protagonist's mobility, who can double jump and air dash. Moving around feels very good and it's here the game feels most polished. In other areas, like dialogue sequences, you can tell this is at max a double-A, sort of euro-jank title marketed as a big-hitter. Visually it's very pleasing, but with noticeable pop-in and very outdated character models that wouldn't look out of place in a PS360 game. I do want to point out though that Deck13 is using its propriety tech and hasn't jumped on the Unreal-bandwagon so huge respect for that, because all things considered this is a technically very impressive game for such a small studio. Six hours in the story hasn't really evolved much beyond the initial mumbo-jumbo and still resolves around the protagonist's gauntlet and the spirit of a Navii trapped within, but when the actual moment-to-moment gameplay is this rewarding it's not a big deal for me yet. How on earth this is sitting below a 70 on metacritic I have no idea, but then again the same thing happened with Venetica back in the day. I think US outlets in particular have a really hard time accepting the space in-between triple-A and indie, you rarely see them really value the effort put into these games and maybe looking past a flaw or two. Or maybe I'm just too partial because it's a German game, I don't know. Anyway, I think a few people here might end up enjoying this, you just have to be prepared for a sub-standard opening and be ready to play around some QOL flaws during combat encounters. I've also heard it only takes about twenty hours to complete, which I think is a good sign in this day and age of bloated open world releases.
  11. DisturbedSwan

    Vampyr

    Played my first 70 minutes of this earlier. I'm incredibly impressed to say the least, I tend to say that a lot nowadays but first impressions are excellent. It looks phenomenal, the lighting effects are spot on and the texture quality has got an slight stylised look to it that makes everywhere feel rich and vivid, if you've ever had a dream to go through a Jack The Ripper era London with all the typical accompaniments of the period then you're well catered for, it definitely looks the part and recreates an incredibly moody, rich, dingy and dank 19th century London. There are compromises though as it is a AA-Indie title like the facial animations and obviously the overall texture quality, lighting and things like that can't match a AAA title, but you know what it is still so damn good and the atmosphere they create with it is better than a host of AAA titles out there. Part of what makes it feel so special is the music as well, it is just sensational. I don't know how they've done it but it feels so in tune with the aesthetics, like they playtested for hours on end to get the right atmosphere at the right times when you're exploring the streets or speaking to someone, it has this eery, mysterious, noir-esque feel to it that just makes you want to explore every nook and cranny of the environment and pulls you deeper and deeper into this world. Combat is better than I expected in all honesty, I seem to unlock more stuff via an upgrade tree as I go along but at the moment it's simplistic but fun with a stun, bite, knife slash and ranged move in my arsenal. When you've got more than one enemy on you it feels satisfying going from one to another and slicing them about, but it doesn't look that fantastic on screen if that makes sense, it feels a bit rudimentary and the animations are lacking but it works well, feels great and I'm sure it'll only get better and more complex over the course of the game. I won't say anything about the story so far - I'm so early on there's not all that much to say in all honesty - but it starts incredibly well and has only built up more and more intruige and mystery as its gone on, I just cannot wait to see what happens next and nothing much is even happening, the early signs of an excellent story to me. Lots of photos:
  12. one-armed dwarf

    Stray

    Played about an hour of this, which is not a lot but you're looking at apparently 6-10 hour runtime. Walking sim-esque, echoes of Miyazaki about it (Ico, Last Guardian), seems like a companion based puzzler with lots of pretty environment puzzles, but what I played was pretty linear. What might make it more interesting is it seems to have a strong environmental narrative focus on it, why are things the way they are. What is this city, what is going on with its inhabitants. I'll leave it at that, seems interesting but nothing mind-blowing really in the opening. I would have played more but I got about 2 hours sleep last night so I'm running on fumes. Will update with thoughts when I actually complete it I reckon It's a very pretty game, lots of screenshots and wallpaper material. At the same time I think the game is pretty enough that spoiling lots of views will rob people of the better parts of the game. So check out this screenshot of a cat hanging out in what is considered to be a pretty upmarket apartment in the cyberpunk dystopia FWIW, no HDR or ray tracing or anything like that. Lack of HDR is strange but I like the muted look tbh, don't really need the eyeballs seared right now. The game is so linear that the lighting they use is good enough as is. Runs at 60, these are PC impressions btw but I imagine it's identical to PS5
  13. HandsomeDead

    Exoprimal

    I've played a few hours of this and I think I get it enough for some early impressions. It looks kinda out there but it also sticks to a lineage of Hero Shooters for the most part. There are 10 classes to choose from: 4 damage dealers, 3 tanks and 3 support. But one of each are unlocked as you rank up (or available from the start if you pay more (yes, there's a bunch of this malarkey, battle pass etc. 😐 )). So how a general game plays out is you pick a class, anyone can be any, it doesn't force anyone into a certain one but I can't see a lot of success in not having someone be one of each. There's 5 people on a team but you are also pitted against another team who is racing you to different parts of the map to dispose of these dinosaurs that are falling out of portals (I'll get to that). You don't interact with the other team, they're ghosts you're competing with in the first round. The second round it changes to something a little different. There's different modes it might change to but most of my games it became a payload pushing mode. Standing next to it will move it and you have to protect it from the dinos. But your opponents are on the map with you, pushing their own payload and it's here there is some decision making. You can go and attack them but your payload is less protected. Though they do meet in the middle so conflict will happen. Another little trick you have is once a match you'll have the ability to summon and control a dinosaur used to go and make the opposing teams life a problem. It's very clunky to use and quite easy to waste if you're not careful but it can be a tide turner. I'm not gonna say too much about the classes because it's one of those cases where if you've played Overwatch you know the deal. They're mixed up a bit but it's generally a familiar feeling game in this regard. What's interesting, in a way, is despite this ridiculous premise of fighting hoards of dinosaurs in a futuristic city is it does try and contextualise all this with an ongoing plot. You and your team crash land on an island where a chaotic AI is sending people back in time at the point when dinos appeared out of portals and destroyed the city (though at first they think it's a simulation). The AI is then analysing combat data and for what reason? I dunno yet. It trickles this out as you play since your team are analysing as well, to figure out what the hell is going on. I appreciate the commitment to the bit but it does lead to a problem of the game feeling too same-y since you're always in a similar urban area and there isn't much using the environment since it's a very grounded game and pretty close quarters. Add some spongy dinos to that and you end up in situations that feel really limiting. I guess it does feel like a game from a few generations ago. Its been making me think of Monday Night Combat, which is a game I've not thought about since then. That time early in the 360 gen where you had all these shooters with hoard modes. So I've been getting a nostalgic feeling I didn't expect but I don't think it's the kinda game I want to play to the extent it clearly wants me to. It's charming, and I generally enjoy it but... some multiplayer games don't get a playerbase when I can't help but think they should have. I don't think this is that. But this is just after a few hours. Maybe something will click and I'll see something special but it's not obvious from the jump, which you really need in a multiplayer game.
  14. Played the first 90 minutes last night. I'll get the boring part out the way first, played in 1440p on mostly Ultra settings, with some high settings (auto detect) too and it runs superbly, not sure of the frame rate as Origin doesn't have an FPS counter but I'm pretty confident it was a constant 60 throughout with no drops at all, impressive throughout performance wise. First thing I did in the game itself was create a character, straight away you can't help but notice how awful the character models are, they look distinctly last-gen to me, the eyes are incredibly weird too. Spent a whole lot of time configuring my Female Ryder in this (Red head with green eyes as always), designed her twin with ginger hair too and a bit of a beard going on. Combat next up, pleased to report its pretty good. Definitely not as tight as ME2, it feels looser and more akin to ME1's gunplay that any of the other games in the original trilogy, I didn't like the decision to change the cover from pressing a button to stick to auto stick, doesn't feel as good and I got killed a few times when I thought I was in cover but wasn't. Overall though I'm happy with it, its satisfying enough getting headshots and popping out from cover but definitely doesn't feel as refined as ME2. Even though this was a story mission you could still wander off the beaten track, found some caves with loot, alien structures and new bits and pieces to scan, my favourite part though was finding an abandoned alien ship all in darkness which I found very Nostromo from Alien and mysterious, didn't go on long enough but it was a memorable moment. The game also employs Skyrim/Fallout's top compass to alert you to nearby points of interest which I find a definite improvement on Dragon Age 3's mini map. So yeah, so far so good really, it hasn't blown me away and is a little more rough around the edges than I expected, it's also a little more Dragon Age 3 in some of the exploration aspects than I wanted but I'm happy with it so far. Will post further thoughts once I've played more tonight.
  15. So, this is the new game from the Civ and XCOM developers, Firaxis. Perhaps unsurprisingly then, it is a turn-based game. It's safe to say it's more closely aligned to XCOM than Civ though, but this has an ace (or many aces to be exact) up its sleeve that differentiates it from just being a Marvel XCOM game, and that's the largely divisive (from Previews) inclusion of Cards into the combat. As a result of the cards coming into play, the game isn't as rigid or locked into a grid like it is in XCOM, you're free to move somewhere within the little combat arena you're placed in once per turn, with certain placements being preferable, scoring knockbacks or environmental attacks. You can draw three cards per turn, but certain cards do get refunded as they're used up, giving you an additional card or two per turn, you can also redraw any card you're not happy with twice per turn. A lot of the cards so far are quite basic, in that they are 'standard' kind of slash/punch kind of moves, but they do come with additional benefits like knockbacks, chain attacks, inflicting bleed damage and the ilk, on top of these you've got ability cards which gives you and your team buffs as you fight and hero cards which are much more powerful and usually allow you to take out multiple enemies at a time, the kicker being that you need 'heroism' to use them, which is gained by taking out enemies. The enemies themselves have been fairly standard grunts for the most part, if you imagine the basic super soldiers from XCOM, then it's pretty much the same here, just they're now Hydra Soldiers. The bosses have been more interesting as they're now various Marvel villains instead of snake-creatures or something like they were in the XCOM titles. As established in the paragraphs above, the game shares a lot of DNA with XCOM, and that's no bad thing, the animations, certain effects you can pull of like the knockbacks mentioned earlier and the environmental attacks all look and feel very similar to XCOM but they've now got a more grandiose superhero sheen on them. You'll head out on missions from the 'war room' with yourself ('The Hunter') and two other heroes chosen at random to assist you. You'll about your task, fight a boss or retrieve an item at the end of it and then return back to your base. It's in this base segment of the game where you can see where Firaxis has been far more ambitious than their previous title. In XCOM, the base was an important part of the game where you'd build new sections, invest research points into them to help bolster certain specialisations, new weapons and all that good stuff. All of this DNA is contained within the 'Abbey' in this game, which is a huge Cathedral with sprawling grounds for you to explore to your hearts content, you explore this in 3D in your role as the Hunter, gone are the days of a 2D plain, seeing all your little soldiers move into their newly built wing. It's super impressive and such a great feeling 'base' right away that really makes you feel at home, all the segments you'd expect to be there are in their place but there's also tons of secrets to explore and a sprawling grounds containing blocked passageways which will likely reveal themselves to me later on. The Abbey has the feel of the School in Fire Emblem Three Houses or the Normandy in Mass Effect to it. This also takes inspiration from those titles in the new social links system, where you can sit down and hang out around the Abbey with your new team mates as you assimilate and get used to your new surroundings, doing so gets you friendship points which levels up your bond with your squad mates as the game goes on. I'm not too far into the game but I assume the more it goes on the more activities around the Abbey get unlocked and some of the more mysterious bits and pieces I've seen so far unveil themselves. The Abbey is the most ambitious element of the game and is almost a game unto itself, it makes me realise why it got delayed a few times. So yeah, I've loved my time with it so far (probably about 4-5 hours) and can't wait to play more, it's a real breath of fresh air compared to some of the other stuff I've played lately. To be continued and pics added.
  16. Ok, so I was burned out on the Assassins Creed series. The yearly sequels got me feeling pretty tired of the series. By the time 3 came out, I was pretty much done. I tried a few other games in the series after that point, but never really committed to them. Odyssey got me back into it, and what an outstanding game that was. So I was naturally excited for this. I’m playing this on my day one PS4. Naturally it will perform better on next gen. But having said that, I’m not disappointed with the way this looks at all. The game is absolutely stunning, and apart from the initial long load time, it runs pretty smoothly. I’ve seen video reviews of some hilarious bugs/glitches, but haven’t encountered any myself yet. The combat is a bit basic at the moment. Reviews have pointed out that it takes a few hours to unlock different moves and abilities. So I’m looking forward to that. It’s nice that you can respec your character at any time, so if you fancy a different approach that’s always an option. Wandering around the main settlement, I’ve found three mini games. One which involves out-drinking your opponent, one where you use poetry in a battle of wits, and a dice game which I lost horribly on my first attempt. There’s a micro transaction store (because of course there is), but thankfully it’s totally ignorable. You have to search for it yourself (no obnoxious daily deal prompts bombard you). And the vast majority of the items are cosmetic only. There’s no “pay to unlock XP faster” as there was in Odyssey. So although it’s there, it isn’t an issue. Usually in Ubisoft games, I like going to the Ubistore to unlock various exclusive bits. There’s very little to unlock in Valhalla’s Ubistore page. But again, not much of a complaint really. Definitely looking forward to sinking many hours into this.
  17. Started playing this a few nights ago thanks to a free 30 day code I received from a guy on another forum, always wanted to give it a go but didn't want to pay the money to take the plunge I suppose. Decided on a Female Miqo'te (Seekers of the Sun) Lancer with the Oschon Guardian, I'm situated in Phoenix in the Chaos server, Level 8. No idea really if any of what I picked is any good. The game put me into 'Grimaldia' which is a set of forest cities. As for the game itself...still undecided really, very early days 4 hours into an MMO but I like a few things about it and dislike a few things about it really. The world itself seems cool, the servers are stable and even though the graphics aren't upto 2015 standards really it looks alright, runs incredibly well at 1080/60 and I've been using the GamePad throughout without any major problems except I can't seem to find an option to invert the right analog stick which is annoying, but I've got used to playing in default now, despite it not feeling wholly natural. The way they introduce you to the game is very good, you're definitely eased into it, in one little secluded area of the map (Grimaldia), everything is told to you simply and tutorial boxes pop up for pretty much everything, there is still a lot to take it but it doesn't feel like you're bewildered or bamboozled by information and the world itself like other MMOs I've played in the past. Only really explored Grimaldia and its surrounding but it is pretty cool, the scenery is nice, the buildings have a lot of character to them and its cool seeing people potter about with Chocobo's in tow (how the fuck do I get one of them?!). My main gripe though at the moment is the quests, they're all very fetch-questy and traditional MMO staples as 'kill 6 of this creature', 'deliver a message to this person', 'go round up these naughty people and tell them to come back' etc. the coolest one I've done was some woman that was being accosted by this bloke that was a criminal and asked me to meet with him on the edge of town instead of her to see what his deal is, every other quest has been incredibly forgettable and dull, I've played 4 hours and these quests just keep popping up and up and up, they don't seem to go away, but there's not really anything else to do so I keep on just doing them regardless. I didn't understand why I couldn't complete some of the quests earlier, the little 'complete' box was not able to be clicked so I just left these quests uncompleted and went to do some others, tried again later into my session and realised if I pressed left or right on the d-pad I could select a quest reward, once selected the quest was able to be completed felt so stupid. Another stupid moment I had was when I had to get Level 5 gear to do a quest, went to the shop, dropped a load of cash on a set of Level 5 stuff and then realised after that I could've got all of it from the quest rewards I was missing all that money wasted, oh well :oops: Not sure about the Fate-public event quests either, it's a cool concept and when they work and loads of people come to one spot to batter some cunt its a nice spectacle but most just get in the way and are annoying really, only had people turn up in 1 or 2 out of all the ones I've attempted. The combat is really cool though, I mean you can just sit back and just press 1 button here and there, it's not very involved on the face of it, but you feel involved in it which is the key thing, and it feels satisfying enough that when you defeat a tough-ish enemy you're slightly elated. There's definitely something compelling about it though, it just feels like it could be a standard RPG at the moment, it doesn't feel bewildering at all really and I'm just pottering about doing quests, thinking about upgrading weapons, armour etc. like I would a regular RPG, I do hope the quests get better the further it goes on though as I think I'm out if it's another shit-ton of hours of these quests.
  18. Just aged through the first 45 mins with headphones. I..think I need a cuddle. It's one of the most disconcerting experiences of recent memory. Maybe not the best choice for late night gaming. Looks spectacular though!
  19. I’ve played this for 4 hours now. And the harsh reviews can honestly fuck right off. They’re way off the mark, in my opinion. Usually, Skill Up does decent reviews, but I don’t agree with his video review of this. He moans that unlocking “Knigthood” for all 4 characters is a massive grind. Is it bollocks. There are two ways to level up. All characters share regular XP, so you can freely switch between them. But each character has a 4th skill tree, Knighthood. This needs to be unlocked for each character, and you do so by killing 3 mini bosses, and solving 10 crimes. In my 4 hours, I’ve got Knighthood unlocked for 2 characters, and almost done it for a 3rd. The way he moans, it’s like it’s a huge chore. He also creams his jeans over Arkham Knight. Personally, I thought that game was boring as fuck. I’ve had more fun with this, than I ever did with that. I’ve also seen some people complain that one fight sequence has the rock remix of Livin’ La Vida Loca. To those people I say “Have you even played Saints Fucking God-awful Row?”. What a stupid complaint. Anyways. Combat-wise, this ain’t Arkham. There’s stealth takedowns, but I’ve not had opportunity to use them much. So far, there’s not the vast array of gadgets that Batman had in Arkham. But, each character has their own play style, and abilities. Robin has been quite fun so far. A lot of people got pissed off when it was revealed this is 30fps on consoles. I’m no graphics expert, and to be quite honest, I’m happy with how this looks on PS5. It looks pretty damn good to me. The story has been interesting so far, and it’s worth swapping characters, as they periodically have their own side missions, which further develop how they’re coping with the loss of Batman. So yeah. I’m having a great time with this so far.
  20. Nag

    Aliens Dark Descent

    After falling off Final Fantasy XVI last weekend I've been putting a fair amount of time in to this over the last week or so... for the most part I'm enjoying it a lot. I'm not entirely sure what you'd class this as, real time strategy?... the only game I've played that's remotely close to it is Gears Tactics which was turn based this occurs in real time and only slows (or pauses if like me you prefer it that way and change it in the options) when you use skills. Other than that the marines will engage when spotted entirely on their own. I'm playing on normal and the game certainly isn't a push over... so much so that engaging the aliens should pretty much be avoided if possible and trying to be as stealthy as possible is the preferred method of advancing through levels. There's a lot of spinning plates to juggle in regards to the marines themselves ammo count, tools (for welding doors shut and unlocking encrypted doors), first aid kits and stress levels which can give you negative traits if they get too high. Marines can be wounded and require medical treatment which results in lost days, same with the negative traits these can be removed in the medical center but also cost days. This wasn't a problem in the early game but come mission 6 there's a kill clock introduced and a 25 day countdown to nuclear containment protocol... so that sucks. It looks fairly nice and the sound is great with all of the noise you'd expect... pulse rifles and smart guns sound spot on. Some of the marine sound bites play a little too often for their own good though. Unfortunately the games a little buggy at the moment too, to the point where the X button sometimes stops working altogether in-between missions (thankfully hasn't happened mid-mission yet) and sometimes the elevator prompts straight up don't work... quitting out and reloading generally fixes these though. Not my usual gaming fare but I'm glad I've given it a try... just hope I don't get sterilised via nuclear explosion...😂
  21. Hendo

    Dead Cells

    Only played a few minutes before I go to sleep, but yep, pretty sweet so far. One thing I thought was really cool is that one of the menu options is you can change the appearance of the food in game. Could be as simple as you’re veggie or vegan and you would rather not everything be meat, but there’s also some silly options like “Castlevaniaesque” and “monster”. In related and weird news, IGN (or their freelancer) appear to have stolen an indie guy’s video review script. Apparently IGN hav taken down their review while they investigate.
  22. regemond

    Far Cry Primal

    How long are you supposed to give a game before you can give it up on good conscience? I really liked 3, Blood Dragon and 4. And I mean REALLY liked them. I enjoyed the Ubi-tower system, I had fun hunting shit, and I loved the outposts. This feels like a devolution in every way (sorry for the bad joke). I've not come across any towers. Hunting seems a pain, and weapons feel inconsequential. I dunno, I'll give it a bit longer, but this just doesn't feel like the far cry I've come to be so fond of. I do like the tamed animals and the language though. If I remember right from previews they actually did research into how speech would have sounded back then and crafted it from there. Obviously that could be PR spiel but if it's not it's a great touch.
  23. Sam Barlow's latest game, who did Her Story (which I've not played and know nothing about) and Telling Lies (same) I spent about 5 hours last night and saw credits, however I don't think I'm close to complete I just happened to trigger the scenes which lead into credits. I'm sort of frustrated by it and not sure where it lands with me. It's very hard to talk about without spoiling stuff but at the very least the premise can be explained (it's in the trailer), it's about an actress who starred in three films which never released. One made in the 60s, the other 70s and then 90s. You're reviewing footage of the films and behind the scenes stuff, and some other stuff that's a spoiler. You're supposed to look at the videos and click through different points of interest to unlock other footage, which could be directly connected (same people, same movie) or decades apart. The reason I find it frustrating is there's some stuff it does really well and other stuff I'm not convinced about. The stuff it does really well is it's absolutely an impressive production that's all about fetishising the movie-making form and how it changes over time and between genres. You've got your sexy Chinatown style neo-noir, some weird Lynchian style thriller, some really schlocky yet to fun to watch erotica. It's very self-reflexive, looking through the films at itself sort of thing. That stuff is either going to hit with your or it won't and it will depend on your own movie interests and history with some of the stuff it seems to evoke, I think. It's just the interaction with it all leaves me feeling a bit weird. The three movies basically are a series of linear narratives broken up into a bunch of hyperlinks to each other. There's an obvious thematic link with some of the stuff they're going for and as you slowly thread all the fragments together some of the stuff will lock into your brain as being significant. It's a game about the act of viewing stuff obsessively over and over and unlocking these links. You don't just watch something once and leave it alone, you rewind that shit back and check again to notice stuff that maybe escaped your attention earlier. But the gameplay mechanics for establishing said links seem completely random to me. I ran into one which seemed very deliberate and hinted at a big secret behind one of the BTS events for one of the films, but I went back later and found out that the way the two scenes were laid out was completely coincidental. The thing I deduced was accurate but the act of the game showing it to me seemed like pure RNG. But I guess that could also be the point? I don't know. It's sort of challenging stuff, I think it getting a 10 from Edge and being on Gamepass means it will get put in the crosshairs of lots of 'games should only be fun' type of folk, but I do think the interactive part of the narrative struggles a bit to relay the clear ambition of this piece. I think my opinion on it will change a lot though when I find the rest of the clips and have actually 'beaten' it and can go back and study the footage more freely, rather than doing this weird whack-a-mole type thing unlocking it all
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