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  1. The easiest way of describing Nine Years of Shadows is that it's a Metroidvania without the rpg levelling up and stats based equipment. It's a very Castlevania map, with a pretty Castlevania moveset. If you want to get stronger you have to find the various collectables around the map and cash them in. So far I've not managed to upgrade my health, just my magic meter, and only 1 of my status types, which now does more damage. On that note, where Nine Years of Shadows differs from the many other Metroidvania games is in its magic system and its statuses. There's a number of different elements, you eventually find them and can switch to them, so the electric type does increased damage to enemies tinted yellow, water blue, plant green etc, you also have switches you can't activate until you have that element type. A few of the element types also have moves tied to them, so the water one you can switch to a mermaid, and cam swim up running water. The plant one means you can breathe in the poison area, and eventually you can travel along tracks a bit like the morph ball The other big difference is the magic. You have strong and medium attacks, but you also have a magic projectile, some enemies and doors can only be damaged using the magic. So far so normal, but you only have 2 pips of health, your magic acts as a shield, get hit and it can all be gone, leaving your health directly vulnerable. You can hold a button to charge your magic back up, but this leaves you vulnerable so you're definitely going to die regularly. Eventually you get a power that's like a quick reload, but they could really do with a flash or something to tell you your magic has all gone (either from damage or attacks), so you're ready for the prompt to pop up to quickly refill your magic It's good so far, no idea how long it is but I feel early in even though I've got 3 elements (I think there's probably 4). The biggest criticism I have is that it it can be a bit vague as to what you do next, there's no missions as such, the map doesn't mark things you've seen but can't interact with yet, so it can be a lot of wandering around hoping you're heading somewhere useful. It is a good Castlevania clone though, glad I picked it up
  2. Bob

    The Outer Worlds

    Spent about 5 hours with this yesterday and just left the first planet. I really like that sort of game design in open world games. A complete but bite sized chunk to get you ready for the rest. Places like White Orchard in The Witcher 3. As for the game, it's okay. Crushingly okay. There's nothing in the game I don't like but there is nothing I love either. The writing is pretty good and there have been a few funny moments but there hasn't been a character introduced yet that really connected me to the world and the world itself is your generic capitalism gone wild scenario. Which I like, I'm an easy sell on that sort of thing but it's been done so often that it's just okay. Combat is okay. Loot is okay. Graphics are okay. Character creator is okay. Skills are okay. Player choices are okay. You get it. I'll be putting some more time into it today so hopefully it just starts off slow because there is definitely potential but I worry that they have spent so much time on giving the player a million different choices that none of them really mean anything.
  3. Started this early this morning, put in 6 hours over 2 sessions. The start is possibly one of the most harrowing starts to a game I've ever endured, it's fucking horrific. Luckily it goes back to the present day after this, with you on a U-Boat after the culmination of the first game (which I barely remembered to be honest). BJ is in a bad way, in a wheelchair and you have to wheel yourself around the U-Boat whilst killing tons of Nazis (of course) and kick them off the ship, events conspire and you have to rescue one of your team members (one of the prominent members of the squad in the first game) from a Nazi ship. You naturally make your way around the U-Boat, which is your resistance base this time around, eventually making it to the US to attempt to make a dent into the Nazi scum here. I think what impresses me the most about it is just how natural it feels, none of the levels feel like game levels if that makes sense, there's no lava, ice, fire etc. level thrown in there with a questionable explanation, everything feels natural and all the levels feel like exactly where you'd need to be if you were in BJ's shoes. The gameplay loop is very reminiscent of the first game and DOOM 2016 really. You pick up health, armour and collectibles whilst sneaking or shooting the fuck out of people, the guns have a good weight to them at times but the sound seems a little off, all the guns seem a little quieter than they should be to me? But maybe this is an early bug they can iron out. It has that fast pace about it that DOOM had, running around levels at breakneck speed dodging Nazis and delivering punishment dual-wielding some sub-machine guns or similar. It's just such an engrossing game to play, I've never once got bored or wanted to put it down, I want to continue on and see what's next in BJ & co's story, it just feels so natural how the game progresses that you stay immersed the entire time. The only niggling issue I've had is repetition, most of the combat arenas involve you sneaking/shooting your way through a load of enemies in a set stage, there'll be a commander up ahead that the game will point out on your map, if you take him out you stop reinforcements. The problem is is that almost every combat arena I've gone into has gone the same way, you walk in, discover a commander on your HUD and know exactly what to do, it's just rinse and repeat really and there's no surprises. If this continues for the rest of the game it will get very old very quickly, I do hope they mix things up a lot as it goes on. The last level I played was the Roswell (Diner Milkshake) that was in all the previews around E3. It's such a powerful image being dumped into this idealistic Americana town and seeing KKK milling about the streets and Nazi regalia everywhere, you're free to walk about at your own pace and some of the conversations you overhear about slavery and other such topics are incredibly hard hitting too, this game definitely pulls no punches when it comes to taboo topics that's for sure.
  4. Nag

    Forza Horizon 5

    Spent a few hours with the game during this afternoon, suffice to say it's bloody amazing to look at... The whole driving to the festival segment right at the start of the game just put a massive smile on my face, it's so stupidly over the top that you can't help but grin. So far there's not been anything massively different from the 4th game but to be honest that was already the best open world racer by a huge margin so this just has to build on that. So far I've I think the game has been hand holding me through the early parts but not enough that I can't decide to put whatever the game is suggesting on hold and do something else, which is nice. I also think that the map is definitely going to encourage going off road far more than Britain did in the previous game. Anyway, so far so gorgeous!
  5. Got stuck into this earlier today, only played the Prologue (Act 1, Scene 1) but so far I like it. You can definitely tell it's by the same guys that made Max Payne and Alan Wake that's for sure, the attention to detail in the Prologue Level and how great the character models are, it's definitely been made with a lot of love this game, not got onto any action bits yet, so can't comment on that, but the storytelling and environs have been great thus far. Also really like that collectibles they've put into the game, explored every nook and cranny of that Prologue and still managed to miss one though think this may be the kind of game I'll obsessively have to go back to via Chapter Select just to make sure I've picked everything up. Also found a really cool Easter Egg in the Prologue level that references another of Remedy's games...but I won't spoiler that. So, yeah, very early days but it definitely left a good first impression.
  6. DisturbedSwan

    Signalis

    Started this on GP over the weekend after hearing a few good things about it but not really knowing what it is. Turns out it's a survival horror game with a PS1 graphical style heavily inspired by Resident Evil. The setting is a bit Dead Space though, in that it's set on an otherworldly space mining facility. All the typical RE accoutrements are present here, you'll be combining objects to fashion a key, using the sparse save rooms as the only way of saving your progress and managing your 6 inventory slots with the help of storage boxes. You'll also be shooting, dodging, whacking and running away from Zombie-esque enemies dotted around the mining facility that creepily glitch out as they approach you with your Pistol and Shotgun (complete with laser pointer) and Stun Rods. You will of course also be solving a few puzzles (none of which have vexed me as much as previous RE series puzzles though) and gradually making your way through the mining facility, trying every door to try to find a path forward, going back to previously discovered wall safes and the ilk, finding keycards and all that good stuff. Unlike RE (I think) you are equipped with a Radio and can tune in to different frequencies which then help with puzzles and other mysteries around the facility. I think I'm only about 2.5 hours in so far, it's not meant to be overly long (HLTB says 8-10 hours) but I'm very much enjoying it. The atmosphere is spot on and the PS-era visuals somewhat unique in a day and age where 8/16 bit visuals still seem to be so popular. I struggled to put it down last night, highly recommend it so far. Pics:
  7. AndyKurosaki

    Sifu

    I’m a bit late to the party on this one, just got my rental copy. But I notice it’s only recently come out on Xbox, so better late than never I guess. I’ve done the first two missions so far, and it’s quite fun. You play as either a male or female kung-fu student, seeking revenge on an enemy gang. The twist is that every time you die, you get immediately resurrected, but age one year. You start off at age 20. Supposedly as you get older, you get stronger, but age too much and you get weaker. The combat seems straightforward enough so far. I’ve enjoyed smashing bottles on people’s heads, slamming them into walls. It also turns out you can attack people in mid conversation. So while enemies have been giving me exposition, I’ve dashed in and punched them in the face. Good times.
  8. So the full game is out, I've spent the morning playing it... bear in mind I didn't play any of the demo's so the opening is all new to me. I think everyone by now everyone should be able to gather what happens in the beginning, Chris being all dark and barrel chested, anyhow you soon wake up at night, in the snow... looking for Ethans baby. To me the game looks really pretty, the lighting is really good and so far (using RT) the performance seems to be holding up nicely. I never overly liked the shooting in 7 and this seems very close, I've recently picked up an add on to my pistol and that's definitely helped... I feel much happier in these third person Resi games with a shotgun in my hands though. The start of the game is almost a bit too much, there were times I wasn't sure if I should be trying to kill all these things or running away... that's also happened a couple of times in the castle where I'm up to now. Things have calmed a bit since getting in there though and it's a gorgeous place to explore. I do wish the movement speed was a bit quicker though. So far so good then, looking forward to finding out a bit more on these freaks who are making life a tad rough for old Ethan.
  9. DANGERMAN

    Figment

    Apparently this was a Stadia exclusive, but is now on Steam. They've just released a sequel, and but the first Figment was free for a while to promote it. The game takes place in the mind of an adult man, who is driving and gets in to an accident. The game isn't about the accident so much as the state of his mind. You play as the manifestation of his courage, the mind's protector, who has all but retired. You and your companion (a bird or something) travel around the different areas and see the state the brain is in, rather than creativity and energy its all stress and spreadsheets Gameplay is simple puzzles, things like putting batteries in a different socket to make a route through. Taking a platform from one area to another while still leaving yourself a route back. There's combat too, but not loads. The mind has been infested by nightmares, dark thoughts that are themed for each section, there's small ones that take a few hits and bosses at the end which require a gimmick of some kind to beat Figment is good, but it's greater than the sum of its parts. The combat and puzzles are fine, but the game has loads of character. It's full of absurd over the top songs, with some good dialogue. It's worth playing
  10. Yay! Mine came. Dope delivered it to wrong address. Neighborhour just dropped it off. Let the survival begin ?
  11. spatular

    Art of Rally

    So it's like a top down/isometric sort of rally game, with a nice basic/stylish graphics, it's great, the handling is spot on imo, it's on the realistic side but not as hard as dirt rally because of the wide tracks with lots of run off area (cut pretty much every corner), and there's a lot more scope for some nice power slides and opposite lock. its great fun. a trailer might explain it better: the leaderboards seemed to work at first but then seemed a bit broken, so hope that gets fixed, not that i have any friends on the epic store (think i'm 'spatular-' if anyone wants to add me). it's pc only at the moment but i guess it might come to consoles later. it's on steam for just under £20, well about £17.5 with initial discount, it's the same on the epic store but if you claim rocket league for free you get a £10 voucher so can get it for £7.5. might have been better getting it on steam for the leaderboards but don't regret my first epic purchase after getting control free with a graphics card and claiming 70+ free games on there. it's a bit hard to judge jumps because of the view but jumps are always difficult in rally games anyway. i'd like a normal chase cam and steering wheel support added, i recon it'd make great more-standard/not-top-down rally game too. these guys also did a game called absolute drift which is good fun - but also really hard to drift iirc - by default art of rally has steering assist on 100% i think, i haven't changed the default settings but am guessing turning that down makes it handle more like the old game. Anyone else going to give it a go?
  12. So far, it's pretty good. Very responsive, means early on you can spin around and attack enemies coming from behind, you can feel good at the game the way I felt I'd mastered SOR2. I like the juggling, I've seen people coming up with stuff I'd never think to do, but again, you can start to put some stuff together that shows you're learning and improving. I do kind of wish, as much as I'd accept that changing too much might be a detriment, that there was a parry in there somewhere. You don't have a lot of options defensively, even the special attack doesn't quite work the same way as it did in past games as an escape, some sort of counter, or even a roll like in (but better than) SOR 3 would help on that front. I've only played as Axel so far, I've just unlocked another character but I'm only 5 levels in. It's relatively tough, Iv'e used a continue, it puts you back to the start of that stage, but it did mean I had to learn the boss battle. A couple of the other levels I've beaten on my last life. Streets of Rage 2 I could beat on hard without losing a life, I don't see that happening here
  13. It's difficult to talk about this game here since we don't have many Monster Hunters here. There are many nuances that are different to previous games; are they better? at this point I'm undecided. Some ways yes and others no. I dunno how to talk about MH to you guys. Just sack off whatever mediocre shit your playing now and get into this. Fuck your story based games. They're not good: play a few hours of this then watch something from the Criterion Collection. You'll be better for it. The weapon types are made in a way where you need to sink serious time into them and defeat the enemy types optimally. There's true satisfaction in that. The variety of play is so broad and also has so much depth. How ever you prefer to play you're covered, unless you're a stealth pacifist type then either get eaten or disappoint your comrades. But this has been the case this whole time with MH. I can't help you if you're not cool enough to be into it. And I'm sympethetic; I'm also a relative newcomer, but I saw the error of my ways and I hate to see people making the same mistake I did. This is a hard follow up to MH World and not only because of the obvious technical limitations, although a shift in gameplay and level design make up for it since the mobility options make every inch of the map explorable. But I will say that the ground, intuitive routes feel like classic MH so when you start to fuck around with your mobility for a moment it feels like a whole new world is opening up to you. It's so smart. We're here to fight monsters, though. And that's great. Always has been. But what Rise does different is okay. I just say that because the big drama mechanic is mounting monsters and taking control of them, which is really cool to do, but it's rarer, and less immediate than what you can do in Iceborne with the clutch claw. It just feels a bit weird this lesser console having a mechanic (which is literally having control of a monster) more advanced but it just doesn't feel as good as just being able to slam them into a wall from the position you mount them. But there is also a lacking in drama to the gameplay compared to MH World. It's not so lacking it feels like Dauntless, there is definitely more gameplay driven drama here, no doubt. And I can't stress that enough. I guess it just lacks the flourishes I got used to. I always feel like I gotta be more down on something I'm actually hugely enjoying. I'm just countering strawmen in my head. But I'm super enjoying it overall. I would talk more about how the bugs you control give you mobility but I've still not got used to them despite being 15 hours in. I've been doing okay but that new mechanic has a lot of depth I've not been able to figure out yet. Early on you can play like an old idiot and get away with it. But one of the last fights I had was against the new, flagship beast and his fight is clearly designed with high mobility in mind so I guess I gotta work on that.
  14. Played and finished this over the weekend, absolutely loved it. I don't want to give too much away about it so I'll just say it's a Text Adventure game with some twists and turns along the way, it sometimes feels like one of those educational games too as it gets you to input Morse code and do some algebra at some points. It's Published by the Hotline Miami folks (Devolver Digital) too. It's split up into 4 short-stories, each around 30-45 minutes in length, no tutorials at all, all very much gets you to learn on the job and provides the materials in-game to keep you immersed in the scenario presented. Got a cool Stranger Things/80s vibe going on too. £3.50 on Steam at the moment and I cannot recommend it enough for that price, it really is a fantastic little game. Pics:
  15. it's like an fps puzzle game, think portal, actually the game structure has a lot in common with portal. but the puzzling is a bit different, you use various items to open doors/activate/disable baddies/stuff, and lasers. lots of lasers. it's good. it's supposed to be really good, and it sort of is, but it outstayed its welcome a bit for me, steam says it took 17 hours, a lot of parts of puzzles are similar to other puzzles so it could have been cut down to a better length imo. i mean it's still really good, just a bit too long, i was really close to using a guide near the end but just managed to work out the last one i was stuck on before resorting to the guide. maybe there's more puzzles because of the extra puzzles to collect the stars which require . i got a few stars but not loads - maybe they unlock a super secret ending or something. the story is pretty cool too, maybe more so if you're into philosophy and stuff like that (which confused me a bit, but i think that's the point), although you sort of know what's happening at the end if you read the computer files. found a few hidden secret bits that were pretty odd/funny too.
  16. yeah so, i like this, it's a bit different to previous mgs games, in that the map is massive and you do missions in smaller parts - and you get a horse to ride around on - bit like the witcher 3. controls are confusing like normal, but pretty well explained. there seems to be a lot of scope for sneaking and doing things differently which is cool, but i am a bit rubbish at it and often get spotted while trying to be sneaky and end up killing loads of people - which is what i usually do in mgs games. doesn't seem to be an easy mode but it's not been too difficult so far. there is a chicken hat you can equip that stops you getting spotted a few times after you fail once or something - that might be the easy mode - unclear. you can hide while riding your horse by sort of hanging off one side of the horse, i thought that sounded ace so... the into/prologue part is a sort of long interactive cutscene, which has some funny/cool bits, and some rubbish/boring bits imo. after the first bit there hasn't been that much dialogue/cutscenes which is odd. but i'm not too far in so there's still time. extracting stuff is awesome.
  17. Nag

    Dead Space Remake

    Spent a couple of hours with this over this afternoon... after the reviews I've been counting the hours. First up I'll say spend some time setting the game up, turn off film grain and blur and knock performance off you'll notice a marked improvement in picture clarity. Also the game came set for stereo sound which is odd. The game does look great though, plays really nice too, having played the three Dead Space games repeatedly this feels really quick compared to the clunky original games... took a little while to get used to but feels nice now, especially after changing to the DS2 control option. Noticed quite a few new doors in the environments I've seen so far, also walked to the beginning of chapter 2 instead of using the tram which was really weird... been a couple of instances where you choose what to power up... one where you're forced to kill the lights and this game does proper dark, no bullshit greys in this game... it's dark! The game has already made me jump more in the first two hours what with noises or necromorphs creeping up behind me than The Callisto Protocol managed in its entire run time... it's good to be back.
  18. Sambob

    Destiny 2

    Thought I'd make an impressions thread before illdog gets upset and pops his hip out. I've played about 3 hours, and have opened up zavalla's patrol area after having done a few patrol kind of areas on earth. I think the way that the missions have been set out so far has been really good, its nicely integrated with the traditional patrol stuff so it isn't just select story or patrol. And the patrol type 'adventures' have been good so far, slightly more there than go and kill this random guy or scan this random thing its like a mini mission as it should be. Gun play is, in my opinion, fucking great. I found a scout rifle called thistle and whistle or some nonsense and it was just fun to kill things with, felt great to use and I was genuinely sad to see it get out levelled by an assault rifle that was twice as powerful. Also got a hand cannon called headstrong I think and it looked and felt great, like the gunslinger uses in Dark Tower if anyone has seen that, looks proper clunky and felt like it packed a real punch too. The way that power and light and all that bollocks is done has changed too. Haven't quite grasped the nuances yet but its generally the same principle, better stuff drops from baddies and mission rewards and vendors and so on and you equip it to increase your 'power'. The early game sees you pretty constantly changing gear as more and more formidable stuff drops, and I'm guessing this will cap out to the point where you find a nice set you are happy with and then try and tweak that until its perfect. Not done any multi or anything yet, going to finish main missions first. Oh theres a story too this time, like a proper one with a more coherent plot. Jury is still out on that one though, seems okay so far?
  19. Originally a PS3 game with a PS4 version, Ishin has now been remade as a PS4 and PS5 (and Xbox) game, and you do get the sense it's probably the final game we'll get that feels like 'old' Yakuza. It's hard to place what exactly makes it feel like an older take on the game, possibly the movement, it's a bit haphazard, I can't see a lock-on, it's not as refined and flowing as it could be. It's the difference between playing Kiwami 1 and Yakuza 6. It also feels less mental with its missions, but I don't know how many of them are just lifted from the original game. In terms of the story, it's not quite a retelling of the first Yakuza game, but it's pretty close. Not-Kiryu (the cast is made up of renamed characters from past games) comes back to town after time away, ends up having to avenge a paternal figure, after being blamed for a crime he didn't commit. From there it does become its own tale, with enough to it that it doesn't feel like a 2nd-rate spin off Again, I don't know if this was in the original, but it has its own take on 0's switchable different fighting styles. There's the standard Yakuza brawling, plus the swordplay you'd expect playing as a samurai. Less expected is that you are also carrying a gun and can just blast away at people (I suppose this will have followed Dead Souls originally), and a style that combines sword combat with your firearm, which leaves you defensively vulnerable, but it's the most fun to control and the most flowing style (Sword has been my do to). I've been using fewer Heat actions, they seem to have been downplayed this time, and access to them is more part of the skill tree As you use a style you'll level up, unlocking specific and general orbs that unlock the next skill in the various combat styles. There's gear with stat boosts, and some with perks attached. I've got a sword that recovers a very small amount of help every time it causes damage, which is great, but the headband I've got with the most defence points blocks me from earning heat, which means it can go in the bin as far as I'm concerned I'm enjoying it more than I expected, I thought I was a bit Yakuza's out, I never finished Kiwami 2, I never finished Judgement, and haven't touched the games that came after. But this feeling a bit archaic has helped it I think
  20. DANGERMAN

    Gears of War 4

    I finished it this morning [spioler]I can't believe they brought Marcus back just to have him killed by Dom's ghost. I was enjoying it until that bit [/spoiler]
  21. I managed to play a few hours last night, managing to get off the starter planet and visit five or six more. My first thoughts are that it's not a game for everybody - but i'm enjoying just pottering around the planets, hunting down points of interest and making a killing by trading on the galactic exchange. The starting ship looks a bit like a bath tub with rockets strapped to it so i'm prioritising a new one that looks better and has more space to haul my loot. Out of the five or so planets i've visited, i've found an ice planet, a planet of toxic rain covered in phallic looking bright green tree's, and a planet covered in mostly water, where I lucked out and found a bunch of monuments clustered together that taught me some new alien lingo, which by understanding the word 'rare' made me give a load of rare minerals to what looked like a third member of Daft Punk and make him happy. My favourite animal so far is what I can only describe as a meat based slinky with an elephant face, although seen plenty of variety - followed a weird bouncing sea anemone type thing around for a while as it was so bizarre. My only disappointment so far is that they seem to have made it impossible to crash your ship. Theres an invisible barrier above all planets that means you can only get as close to 50 or so feet above the ground. Landing is simply holding down square for a few seconds. But so far so good - as said, not a game for everyone - it's a really slow/gentile game to play - in fact probably one of the most relaxing games i've ever played. And i can't stop thinking about it either.
  22. Played through some of the opening hours of this last night. My understanding watching previews was that this is an open world immersive sim, but you wouldn't really know that from the opening. It's an incredibly rail-roaded section of gameplay which really feels like a throwback to 360 gaming, which I don't entirely mean as a compliment cause it's an era of gaming I don't quite enjoy (overly long set pieces showing off HD tech being one of those things I don't love). There's some interesting stuff here mechanically however, or at least it appears like it will become interesting. It's tribute act includes Bioshock (and maybe Prey). Instead of neuromods or plasmids it's this polymer stuff that is the newest thingy you stick in your hands and eyeballs to do magic. Starting off I got a zap power, and a power which covers stuff in a sort of grey paste looking gel which also conducts electricity by the looks of things (the one power interaction I've discovered so far). There's a big focus on melee combat, sort of like Condemned, with a kind of spacing element to its gameplay which is hard to figure out cause it's hard to know how much distance is safe or not or how much reach you have. It's a very clunky onboarding, with some atrocious voice acting in the English dub that actually had me muting sections until I found out you could change it to russian (the subs are a bit small, unfortunately). To be honest, based on these initial hours I think the whole thing feels a bit shonky and unoriginal, but these games don't come together mechanically until you've unlocked some powers and they take the reins off and let you feel more independent and brainy, which I hope will still happen in this once it finally opens up. This screenshot made me lol, big ass mission text that never disappears saying 'where the fuck am i, find door handle', waypoints everywhere and huge weapon taking up the screen. Yup, a 360 era game lol. You can't holster weapons or customise the huds. These seem like nitpicks but the UI could do with being more customisable cause it gets in the way of immersion in this immersive sim, imo. There's also no FOV adjustment, which can be a bit motion sickness inducing in a FPS with a melee focus, tho I fixed that with flawless widescreen. Highly recommend doing the same if you can, or having a hardy stomach The game is visually decent, however there's no ray tracing at all which is strange as this was I think the first game Nvidia ever demonstrated with RT on their RTX 2000 cards. The poster boy for the tech. Well, at least it runs extremely well, no stuttering and it has a precompile shader cache, something which seems to be catching on now between this and Dead Space (this is just 30 minutes into the game, but I'll spoiler it) it not only rips of Bioshock, it also rips off Harry Potter!
  23. regemond

    The Pedestrian

    I'm starting to think all the best titles on Game Pass are the little indie darlings. I've smashed Boyfriend Dungeon. Enjoyed Raji's full game a hell of a lot more than the demo. I absolutely adored The Gunk, and Dodgeball Academia. And now I've played this clever little head-scratcher. Meanwhile, I'm constantly ignoring the blockbusters that hit the service, because fuck it. They can get played another time. Anyway, I've started talking about The Pedestrian on a tangent, and I kinda feel like that's how the game has to be played, too. Your goal is to navigate an incredibly linear world as the stick man (or woman) from public toilet signs. You do this by working your way from room to room, solving puzzles, and all that good stuff that makes a simple game loads of fun. It would all be a bit boring if the concept just involved you jumping about in a world with worse graphics than Super Mario Land, though, which is where this game's USP comes into play. Each area you navigate is set on a road sign-style panel, and might have different doors or ladders to get you into the next area. These panels aren't always connected though. Sometimes you'll need to hit Y (or triangle) to zoom out and see all the current panels you have to work with. You'll then be able to make connections from door to door, or ladder to ladder. You might even need to move the panels themselves to create a line of sight between each exit. Moving panels won't break a connection, but adjusting where connections happen will. Basically, if at any point you break said connections, the entire puzzle you're on at the moment resets, and your progress starts all over again. It's not just about creating a route from area to area, although that's a big part of it. You also have to make the environment work for you. Every now and again you'll encounter a hub level which requires different elements before you can escape. These are acquired by hopping into those tangents that I mentioned earlier. Say you need a key. You might need to head through the bottom left-hand door, which will take you to a series of puzzles, eventually letting you bring a key back to the main room. You might then need a wire, or a battery pack, or even something as simple as a box to hop up onto a ledge that's just out of reach. Once you've solved all the tangents for each hub, you can then move on. You know how in some games they use the same idea over and over again, and it can become exceptionally boring? Well The Pedestrian doesn't suffer that fate. Its physics, mechanics, and even the nature of the puzzles themselves have been sanded down and polished to this outstanding finish where nothing feels out of place. Can't solve a puzzle? That's on you. That ledge too high? You need something to help you get there. Go find it. The very fact that I sat down and finished this in three goes says it all for me. I loved everything it did. It's so, so much fun, and something that literally wouldn't work in any other type of medium. Achievements are very generous, too. I got 1000 points without trying.
  24. Hi guys. I wanted to draw your attention to a little indie game I discovered due to the good old Youtube rabbit hole. I was watching an old Caddicarus video, and he included this game in it. And it's a blast. You play a goose. That's it! Behind the very pretty hand drawn looking graphics is a stealth game, I suppose. You get a check list of things to do, but it's up to you how they get done. Here's an example of the start of the game. You come out of a bush beside a pond. The game shows you the controls. You honk. You flap. You peck. Then you swim across the pond and see a picnic on a park bench. What you do with it is entirely up to you. A little further along you find a farmer minding his own business, tending his crop of carrots. That's when you get your "things to do" list. Things like get the farmer wet, steal his keys, turn on his radio. As you progress through the game, you realise that the main point of being this goose is to annoy the hell out of the villagers as much as possible, while trying to complete you current things to do list. And if you're like me, usually you'll be giggling maniacally while playing. The art style is really nice, the horrible goose struck a chord in me, and the pranks are puzzles to figure out and moves to time and execute. Like stealing the farmers keys is more difficult than it sounds, especially if you've already pranked him, and he's aware of this bloody goose walking around his fields. Though the things to do are not exactly challenging, it certainly brings a sense of satisfaction to complete list after list. In all, it's a sedate laid back game with a horrid sense of humour. If you fancy leaving the things to do list alone for a bit, just have fun pissing off as many people as you can.
  25. I've played a few areas of this, and it's... alright. It's not funny or quirky enough for that to keep you playing, there's not a lot to the gameplay that that's the reason you're playing, and there's a few frustrations that pull some of the fun out of it. I do really like how the goose moves though The gameplay loop is that you're locked in to an area and have a list of dickish things to tick off. The first area is the one you'll have seen from the early footage, you're tormenting a gardener, so the list includes things like getting him wet, getting him to switch hats, making a picnic. Some are easy enough, walk up to an, sorry, waddle up to an item, press the button to pick it up, then waddle back off with it. Some you have to set up, do something to get your target to change position so they're vulnerable. It's here where it feels most like a stealth game, or a game akin to Gregory Horror Show or an adventure game, it's also where it's the most tedious Goose Game doesn't have the tells of a traditional adventure game, it doesn't spell things out for you, which might be for the best. It reminds me a bit of Doughnut County, that was a game that never really got complicated enough to get interesting, all style no substance, if Untitled Goose Game was any easier it would be a procession. That said when you can't work out how to do the next task it's a boring experience, I'm not sure if the game starts focusing characters on the actions that will put you on the right track, but it should. Beyond that the only other criticism I can level at it so far is that it can be a bit fiddly. If there's a couple of items that can be picked up, 99% of the time it will pick up the one you don't want
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