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  1. Well this pretty much came out of nowhere. Like, I didn’t even realise it was out. I remember it being announced, but not much after that. The original Tales game was one of the best things Telltale came out with (Walking Dead peaked after their first season, and by the end was crap). I’m not an expert of the franchise, I’ve only finished 1 and 2, and some of the DLC. But that didn’t stop me from having a great time with Tales. So, now we have the sequel. Though it’s “episodic”, it plays out as one big game, giving you a break between episodes. I’ve just finished Episode 1. And so far, it’s off to a good start. The dialogue has been amusing enough. The story, which switches between 3 playable characters, seems solid enough. There’s zero puzzles, so you’re mostly down to making dialogue choices, and occasionally wandering around the area to trigger the next set piece. There’s a fair few Quick Time Events, but they’re easy enough. One review said that the hacking mini game is laughably easy. It is indeed, and makes you wonder what the point of them even is. It warns you “failure has repercussions”. But honestly, you’d have to put your controller on the floor, to fail them. The IGN review said the final episode is a train wreck, and almost ruins the game completely. We will see how that plays out. But so far, yeah, this seems decent enough.
  2. I want my mummy... Spent a few hours with this through Game Pass (Xbox obviously)... think I played Innocence toward the tale end of last year and so far this feels nicely familiar. I'm up to Act 3, the first act being more or less a tutorial and the second playing pretty much how you'd expect. Things start harmlessly enough but it doesn't take long for things to fall to shit and the whole world wants Amicia dead for reasons... this time she can fight back a little more, she has a stealth attack and can knife enemies, I haven't got her Crossbow yet but like I say I'm only up to Act 3. You can also break line of sight and hide again if discovered, I can't remember if this was a thing in the first, if it was it was bloody difficult. Some of the views look stunning and so far it's played nicely... there's no performance or graphics mode so I'm not sure if it's locked to 30fps or not... think I saw somewhere that it's 40fps if your display supports 120hz (mine does so who knows) I ended up really liking the first so I'm looking forward to playing more of this.
  3. DANGERMAN

    Roller Drome

    Roller Drome seemed to get talked about a lot right before release, then no one mentioned it again. It's a CEL shaded roller skate arena game with similar muted colours to Sable. Presumably deliberately it reminds me of old 70s genre films. The concept is kind of Running Man, you enter arenas and have to shoot the house players. To reload you have to do tricks, this refills your ammo, killing enemies gets you health back,and there's a bunch of different enemy types. I wasn't feeling this originally, it just felt flat and boring, frustrating even. Movement can be a bit odd, you don't control your momentum, press forward to start then leave it, concentrate on steering, jumping and tricks. Get close enough and there's an auto aim to shots, with some of the weapons having slight tricks to them. There's a dodge, time this with the slow down time mechanic, usually used for aiming, and you get an extended period of slowed time. There's challenges to the levels, things like performing certain tricks, kill enemies with certain weapons, and I think it's this stuff that was annoying me. It's probably best to just beat a level then revisit it and try to get one or two challenges each time, that's not how I was approaching it. You need to beat a certain number of challenges to unlock the next set of levels, so I was trying to beat everything all at once, you just don't have that sort of control early on, or I didn't, I did much better when I came back after a break and went back to the earlier levels. I'm still not sure I see the really high scores for it, but when it does all click with you it is fun, really fun at points
  4. HandsomeDead

    Fallout 4

    Sam wants meaningful feedback so I'll try and give some here. It certainly is a follow up to Fallout 3 in that it is still that at it's core. You have a big, dilapidated open world for you to rummage through, explore and have your own little story. It's that stuff again. But the introduction to this game makes it difficult to like. Your character and equipment just aren't up to snuff when you start off. I died a ridiculous amount on my first proper task, and even when I found a craftier way of completing the mission unforeseen things would happen and I'd have to go again. I just felt like the game was slapping my hand every time I tried something which didn't happen nearly as much in Fallout 3. I also got attacked by a high level glowing Ghoul when I was minding my own business just after I'd talked to a merchant and was killed instantly... while on the main road just outside the starting area. They have improved the shooting but it seems at the moment that V.A.T.S isn't as good so I'm unsure how to play it now. In F3 since the shooting was so shit I only ever used it as cover fire while V.A.T.S charged up then I'd go for a full attack but that doesn't seem to work as well here. During the mission mentioned previously I feel like it wanted me to go full CoD since enemies were lobbing grenades and molotovs like confetti and I just couldn't do anything about it. I just ran off. Maybe it gets better as more unlocks become available but I don't remember being this frustrated during the intro of the previous Fallout games. They had their issues but not like this. It feels really slap dash and unconsidered. But I think the game looks fine. It's the least of my worries.
  5. 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:
  6. spatular

    Overwatch

    cheers for the games Duck! it's early days, and a bit all over the place, but i quite like what i've played of this so far. i worry i'll get annoyed with the aiming in the long run. needs more auto aim imo.
  7. I’m about two hours into this on the Switch. I’ve been playing the main game, haven’t tried the visual novel prequel thing yet. But I’ll probably play them concurrently. The game takes a few twists and turns early on, but nothing overly dramatic. So far, typical jrpg opening (as jrpg stories go). The combat is quite unique though. Enemies have elemental types and during battles there is an elemental field, which, depending on the elemental spells used causes certain elements to get stronger and the opposite type weaker. For example blue and red (water and fire) are opposites. If you use a blue elemental spell, the blue area of the elemental field (this is shown on the screen) will grow larger, and blue spells will become stronger and red spells weaker. One interesting tactic connected to this is when fighting enemies of different element types, their spells can antagonise each other, which can affect the order in which you might want to take them down. In addition to that, when you do a normal attack, you can choose between weak, medium and strong. Weak attacks have high accuracy and strong attacks low accuracy. Every hit that connects raises the accuracy of subsequent attacks. It’s up to you how you choose to string combos together. There’s more to combat than that but those are just a couple of interesting points.
  8. Sambob

    Skyrim

    Played til 3am last night, found a dragon. Hardly done ANY story stuff but it's structured in a way where you can't really tell if it's story or not, I did one thing which I thought was pretty out of the way and then it ended up kind of tying in with the story. Managed to kill me some giants and some mammoths, the enemy scaling seems to be pretty nicely sorted, nothing has been particularly easy but it's obvious that there are different levels of challenge available to you. The example pre release was fallout, and taking on one of the giants reminded me of one of the super mutants from that game, they just roam around waiting to be found and if you keep plugging away and are smart then you can take one down, I used a combination of sneak and range, taking a few shots then running off where it couldn't get and then using sneak to hide and then wear them down. Then rushing in when the giant is low on health with my two swords. Levelling up feels better, like a mix of how it was before by doing stuff and it gets better, but also by you choosing skills along those branches you increase, effectively unlocking the ability to choose something on your skill trees. It's never felt like a grind in the way it did before, it's like it was sold to us, you play how you want and you level around that. I'm sort of aiming to be a snooty sneaky character but I also want to be good with two sorts and I think I might start putting more time into crafting stuff, items or weapons I'm not sure yet. As far as critique goes, there are small flaws to be found, examining a texture very very close up shows that it isn't perfect, I don't particularly like the controls( I'm playing on PC don't you know) but the things wrong with it are so minor that you either won't notice that much or won't care, there's so much that it does right. More impressions later on, but can't disagree with the review scores. Edit: for the records it does actually look amazing.
  9. I played this on game pass, having tried the demo during one of those Steam events and liking it. Beacon Pines is a cutesy storybook adventure with darker undertones. The big conceit is you find "charms" through talking to characters, looking at things in the environment or overhearing other characters etc. At certain points in the story you're presented with the option of choosing from 2-3 of these charms to decide what action take in that situation. The story branches off according to the choice you make, you might die a grizzly death or head off on a completely different version of the story. You can go back to any of these branches and try the other options, sometimes you'll find another charm down one branch that lets you make a different choice in an earlier decision. The branching thing is more superficial in the end than how the game initially presents it to you, you end up exploring most of the decisions on the way to getting the ending anyway, but it's fun and engaging. It's about 5 hours or so in length, which is just right. It doesn't overstay it's welcome. The presentation and art style are top notch.
  10. radiofloyd

    Toem

    I’m about an hour into this on Switch. It has the same kind of relaxing vibe as A Short Hike, although I would not say it’s as good as that game, so far. The art style reminds me of Hidden Folks. The game is literally just you running around taking pictures for people. It’s very pleasant, although for Eurogamer to call this “essential” is stretching the meaning of essential…
  11. 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.
  12. I have very mixed feelings about this. I love the feeling of adventure, of not knowing what's down the road and if you'll be able survive. It's brilliant when you do overcome the odds and press on after a tough battle. The combat system is great with loads of customisation on offer, you're even encouraged to change class altogether. The Pawn system works really well, being able to hire and fire helpers and changing the composition of your group entirely as the situation demands. Despite all the good bits, the game so far has felt as though i'm playing the middle portion of an RPG where i'm clearing up fluff quests just to pad out the leveling process. There's been no gravitas or urgency to the quests so it's difficult to differentiate between the story and side quests. Things like not having fast travel I can understand why they left out even though it's annoying to have to walk to the same places over and over. I'm surprised more games don't use the MMO style flight paths to get around. You still get to where you're going quicker but you have to travel to a specific place, rather than just magically teleporting everywhere. It's a happy medium between the two. There's other things which are pretty minor and affect my enjoyment more than they probably should. For instance, why did they overlook mini-map markers for people who have something to say? It's incredibly frustrating having to run around looking for colored speech bubbles above NPCs heads. Likewise with the Pawns. As good as the system is it grates when in combat and you're unable to issue commands for something as simple as a weapon buff - the option just doesn't exist. Most of the time you just have to wait for them to apply the correct buff which is very frustrating against the larger enemies. For all it's issues, there are times when this incredible game shines through, and that's what makes it worth playing. I just wish it was more consistent.
  13. Been playing a lot of this the past week, the openmw version (which is an open source re-implementation of the game engine to run better on modern systems, with more modern visual tweaks while still being the same old ass game). It's a game I've a ton of half hearted attempts at getting into but this is more of a proper attempt, primarily cause I figured out how to install openmw on steam deck and get save syncing working between it and pc using something called syncthing. If people are interested there's guides out there to get openmw working on deck, you want that, you don't want vanilla cause it won't run as good or play as well. I did try to see if there was a thread to bump but seems there isn't, so I mean the effort was made there. Maybe it exists but I can't find it 🤷‍♂️ Anyway, it's cool. It's very interactive in the way Bethesda games usually are but moreso in some ways and less so in others if you compare it to their modern output. Everything is dice-rolley as fuck. Even casting a spell can fail if you aren't properly learned in its school of thought, even if you have the spell 'learned'. Getting around doing quests means following actual directions relative to specific cities and locations on the map, one quest in particular is given to you as a series of sermons from a church which follows the teachings of 'Vivec', who is like Morrowind's JC figure, telling you to go to specific locations like caves beneath vivec city or a big wall made out of the remains of deceased dark elves and give offerings. You have to figure that shit out yourself, it's up to you, and it's a cool approach which demands you actually spend time reading books of lore and listening to what people say to even know what the hell a 'ghostgate' even is or why you probably shouldn't press beyond it cause it's a bit shit on the other side. Anyway, this will be the time I beat Morrowind. The really wordy bits where you spend ages reading actual novella length backstories of a Dark Elf queen and demigods tearing things apart and putting them back together are pretty well suited to deck gaming, tho in general the whole game is tbh. It's got an immersive sim quality to the way you can figure out some stuff, like it doesn't have a fast travel system, not really, so getting from Pelegiad to Balmora is a bit of a pain but there are some workarounds like this involving alteration and special potions There's others which require you to invest a bit of time into the game's systems, like being able to use telekinesis to open booby-trapped doors from across the room, or use the same skill to pickpocket someone really far away without having to take risks out in the open. Right now my khajit is a neophyte in a lot of this stuff and all his potions have the fun secondary effect of causing temporary status decreases, so a little bit of poison to go along with the buff, but my more recent potions have less of that in it. It's clunky and difficult but a lot of the quests and skills force you to invest the time to interrogate the RPG clockwork which allows you to do lots of interesting stuff, while at the same time improving your understanding of the world itself and its history. It's not quite botw cause you don't have a physics engine but finding different interactions is still a lot more interesting here than in Oblivion imo which while it had tons of physics interactions they did not improve the gameplay which was mostly just action based. I never played enough Skyrim to really have an informed take on it but I didn't get into it in any of my attempts (X360, PC and PCVR). Besides Morrowind it is probably my biggest gaming blindspot, but unlike Morrowind I'm not as likely to address it I think cause I kinda know what it is but MW still has lots of fun unknown stuff for me cause even now it feels pretty unique and worth playing, even 20 years on Quest wise it's being mostly ascending to apprentice-hood in the thieves guild and mages guild, at the same time as trying to decide which of the three houses suits me best (decided Hlallu cause they about money) and deciding if I want to do a fighter's guild quest where someone is asking me to kill fellow guild mates, if there's any consequences to it or whatever. All my stats are heavily speech and money focused, which is a probably weird way to play the game. But the way you are supposed to do things anyway is cram points in your misc skills to get the most level ups rather than just focus on your base 10 stats. So figuring out the mysteries of conjuration, illusion, alteration and mysticism is what I'm into, too magicka starved to go into the deep end of some higher level magicks or destruction tho
  14. Hendo

    Outer Wilds

    So this is an odd one. Because the game tells you nothing at all going in, I think it's important to know what the set-up is, but some people might feel it's a spoiler, so I'll hide the conceit behind a spoiler tag. I'm enjoying what I've played so far although the controls are a bit fiddly. It's a fantastic idea that you rarely see in games (and the medium is well suited to it) so I hope it does well for them. Epic Store exclusive for now, I believe. Also on Game Pass on Xbox.
  15. This is like edgy Deus Ex, it's immersive sim with a Rob Zombie soundtrack, or if JC Denton shopped at Hot Topic. It's the most 2004 thing you'll ever play, but it manages to thread the line well enough that it stays interesting. Especially if you were into the style this game is going for, if you had like an emo or nu-metal phase or whatever. Also vampires are supposed to be edgy so it would be dumb to complain about. It's an immersive sim with all the same building blocks as Deus Ex. Social engineering skills, special combat abilities, hacking emails and picking locks type of stuff. Hack to find the password, or intimidate a guy into giving it to you. Rewarding players for thoroughly exploring levels to find unique ways to deal with things, tho the actual missions in the game are a bit of a mixed bag and not quite on a Deus Ex 1 level. You do get the standard selection of nice and dickhead dialogue choices tho, with interesting consequences which interact well enough with the game's economies (mentioned below) It's probably more about the style and atmosphere though, and what makes it unique though is some of the other economies that exist in the game. One being your 'humanity', which goes from 0-10. You gain humanity if you help save an innocent, you lose it if you harm innocents (which can also mean stealing, not just killing), both of which can happen organically in gameplay or as a consequence of a quest decision. So if you explore thoroughly and pick the right dialogue you can remain a decent vampire, but sometimes it's not a bad idea to fall into beasthood a little bit. Maybe a guard is in the way and you don't want to engage with the terrible stealth mechanics, for instance. Flipside is you will lose out on certain dialogue options if you become more of a monster (have not seen what so far). The other thing is masquerade violations. Betraying the existence of vampires is one, feeding in plain sight can trigger that. Apparently they send vampire hunters after you and if you get 5 violations the game completely ends, or something like that, which sounds pretty hardcore to me. I don't know how you would trigger it outside of doing something incredibly stupid tho. Then obviously blood is a resource as well, used for 'casting spells' or buffing yourself. You can also feed it to other people Its story is about vampire politics and stuff, trying to take control of LA. There's some branching story decisions it looks like depending on which of the main story factions you align with but not sure how far it goes. I picked my clan by just picking answers from a questionnaire and was assigned Tremere, not cause it seemed the most interesting but I figure it's better to sort of role play it and pick whatever suboptimal class the game throws at you. They're physically weak and good at shooting guns, hacking and blood magic which causes everyone in the vicinity to vomit blood and stuff, so you'll know me by the trail of bloody vomit and hacked emails. There's another clan called Malkavian which sees the future which apparently means their dialogue choices spoil future events in the story, which sounds like a really funny and novel idea but definitely not how I wanted to start off. I'm way into it, I think. The technical quality of it is a mixed bag but it's pretty immersive. Anyway hopefully they pull that sequel into shape at some point.
  16. radiofloyd

    Elden Ring

    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.:.
  17. Started this off on Thursday, put around 10 hours into it so far. I don’t want to spoil any of the story so I’ll keep details as vague as possible. But it’s safe to say that the game really doesn’t pull any punches at the beginning. You're put into Protagonist Amicia’s comfortable shoes almost straight away and after a brief tour around her parents Estate things start to slowly unravel. After the events at her homestead she ends up on the run with her estranged Brother Hugo. From here you travel around differing Medieval French environs trying to keep your brother safe and find a sanctuary to escape to horrors of the outside world along with meeting others who’re in just as desperate a situation as you are. In in terms of gameplay, it’s very much a stealth game mixed with light puzzle elements and a little bit of ‘the floor is lava’ thrown in for good measure. The first few chapters were quite basic really with serviceable stealth you’ve seen in countless other games - hiding in bushes, throwing objects to distract the guards and all that jazz. Things do get a little more difficult with a variety of potions thrown in that you can use against Guards along with lots of fire puzzles with the rats which then intersect with then Guards at some points to make things a little more complicated. It’s still all stuff you’ve seen before though, there’s nothing new in it at all in gameplay terms aside from the rats. The rats are incredibly cool and are easily the most distinctive part of the game but with fire sources abundant they’re never all that threatening to get through. The setting is incredible distinctive too. The grounded Medieval setting doesn’t get done an awful lot and there really aren’t too many comparisons to make, the only other games I can come up with is Vermintide and parts of The Witcher too. It it is a game that thrives on melancholy. Chapter after Chapter features tons of horrific scenes like a battlefield filled with dead soldiers or a hillside of dead pigs, it’s difficult to explain but it does well to create a constant feeling of misery, death and decay and it never really lets up, it is relentlessly miserable with only slight moments of brevity here and there. I do like it so far and I am incredibly Intrigued to see where the story goes next but I don’t love it. The stealth gameplay is often frustrating, not knowing when you’ve been spotted by enemies or not and the check pointing is poor, often putting you back at the start of an area. The voice acting is a bit wooden and I haven’t exactly wholly warmed to the characters. For a AA game from a somewhat unknown studio though it is pretty incredible what they’ve achieved with this. The Rats are a fantastic enemy that hasn’t really been done before, the graphics and lighting in particular is phenomenal and the setting feels incredibly fresh. It’s surprisingly long too, I thought it’d be finished at this far into the game but I’m not sure I’m even half way through. Lots of pics:
  18. I'm pretty sure the venn diagram of this forum and this particular game is just two completely separate circles situated three miles from one another. However, I'm nothing if not weird in my game choices, so let's talk about it anyway. This is Animal Crossing meets Kingdom Hearts as far as I'm concerned. The Magic Kingdom has been taken over by a weird darkness (which also has the side effect of making famous Disney characters lose their memories), and it's up to you to cast out the darkness, visit different characters and restore Disney to its former glory. You do this by completing various tasks , whether that's finding Goofy's fishing rod, setting up Scrooge McDuck's store signs (more on him in a minute) or simply by planting and harvesting different crops. So. Mr McDuck. The Scottish, money-swimming capitalist. He's Tom Nook. Buying/upgrading stores or buying clothes and decorations all goes through him. And his prices are just as disgraceful as Animal Crossing's awful banker. I've paid him to make a little store for Goofy (and subsequently upgrade said store). I've paid him to build his own store, and then spent MORE money in there. And it seems he exists solely to leech from my wallet. At least he's true to character, I suppose. It seems to have a lot more focus than AC right now. While I've never played it, my understanding of AC is that you don't really have a specific goal list where you can change your tasks and set new ones. This has an actual focussed goal list. And while that might mean the end game could end up a bit pointless, Disney have almost a century's worth of content to draw from, so they should have no trouble keeping it interesting. The music is just so. Fucking. Charming. From symphonic takes on Let It Go and How Far I'll Go to the simple When You Wish Upon A Star, there's an awesome little tracklist that rotates, and it gives the game this unique personality that's incredibly sedate. Graphics are... functional. They do the job, but they definitely aren't made to impress. There's tons of character, though. Especially in the Disney character models. My biggest negative, and something that keeps niggling is that the controls feel really loose. It's almost as though your avatar is on a slight delay whenever you press buttons. There's no combat and nothing that needs a huge amount of reaction time, but it's just a little distracting when it looks and feels like you're floating slightly above the floor, rather than actually walking on it. After doing my first batch of goals, I've chosen to go to the Moana-themed level. I've stopped it there, because I started last night when Oscar was in bed and I want him to see it, but it's seemed to worm into my brain already, and I definitely want to see more of what it has to offer.
  19. Been playing this, beat it earlier today. If you've played Elex or Risen the past few years it's the first game made by Piranha Bytes, who made those series. This is the big one by them tho, this and Gothic II. I'm mainly interested in checking out Gothic II but as that game literally starts with the two main characters having a conversation about the final boss from the first game I felt I should check out part 1, also that I was pretty interested in doing so anyway based on how people talk about it. It starts out with a really interesting premise, basically it's Escape from New York but with orcs and wizards. You get thrown as a prisoner into this mining colony shielded by an impenetrable magic barrier. The prison doesn't go according to plan though, and for some unexplained reason the mages fuck it up and trap themselves in with the prisoners. Over an unspecified amount of time (ten years I think?), the prisoners split off into factions and bring the mages along with them. So you all these different micro communities within one 'big' but still micro-community in the middle of this fantasy world where barely anything about the outside world is explained to you. I think there was a war with an orc kingdom, but again it's rarely brought up, but really the only world that matters is the prison colony. You've got the 'Old Camp', which work out an agreement with the king who is now dependent on their obedience to get the ore he needs, which leads to the creation of a new kind of landed gentry within the prison, the 'Ore Barons' who reap the profits of the digger's labour. The 'New Camp', who are like 'fuck this' and want to come up with an escape plan to blow up the barrier, and routinely raid and make life difficult for the Old Camp and steal their supplies (they also have their own mine). The 'Swamp Camp', who sell weed to the other camps and worship some demon, these guys are a bit weird. It does the Morrowind thing of making you follow directions in your journal to find quest locations, and learning the location of relevant areas (eg, you will eventually lock into your brain that Old Camp is in the center, and north of Swamp Camp, and the paths to the New Camp and the mine etc). There's some interesting social dynamics as even tho these three communities are sort of hostile to each other, there's also some interdependencies between them. The Swamp Stoners who smoke joints all day have to go into the mines to extract venom from the monsters inside, which has the side effect of protecting the other camps from them. Also they sell them really good weed, so they tolerate all the weird shit they do while remaining a bit suspicious. The mages in each of the other two camps act as a peace broker between the powerful figureheads as well, and it's interesting to see the tensions emerge in the game narrative as the game pulls you back and forth into making a decision about which camp to join. To even gain acceptance in each of the camps you have to ask local leaders within each community to speak up on your behalf, which means doing some chores for them but some of them can turn out to be pretty interesting. Some have paths within to betray them at the last moment to get some item or renown with a different camp entirely. Progression is also pretty interesting. You start off extremely weak at level 0, the fact that it is level '0' seems to be saying something. If you don't pay protection to the guards in the old camp they will mug you for far more than what they originally asked, and you even have a bully in the new camp who forces you to do boring repetitive work everytime you go in or he will beat the shit out of you and mug you. You have to do this every day, and he keeps his promise even if you're off doing sidequests and come back 2 days later. At one point I basically did not leave the new camp until the next day to make sure I did the boring task and didnt get beat up and mugged, and then stayed away from the camp for a really long time cause I was afraid of going back, pretty immersive lol. Eventually tho, you grow up and get a few bits of equipment yourself and return the favour. In general a lot of disputes are handled like this, it is a prison after all. If you want to sleep in that hut in the new camp you don't just ask nicely, you beat up the new guy who decided to take it. So long as you beat him up and mug him and put him in his place you've settled the matter, after all what are the guards going to do, put you in prison-prison? That said, some people are friends with each other and will jump in to sort you out if you beat their friend up, tho they seem to actually not do that if you beat them up previously. So the NPCs retain some memory of prior beatings which is cool. You have to pay trainers to teach you how to effectively use weapons, the way the combat works in this is a timing based system. The best way I could describe it is imagine Dark Souls crossed with Tomb Raider crossed with Raiden's HF Blade combat in Sons of Liberty, it's a tanky, z-targetting based system where you have to use WASD/analog and the 'action' button to perform your swings and with correct timing. But if you pay the trainers you can get more easy to execute swings with better framedata and cool flourishes. This is a thing I like in RPGs, when they find cool little diegetic ways to express play progression, like beating up your bully and learning how to even begin using a weapon effectively. It's fun and original and makes progress feel more meaningful and earned than if you already start off with lots of cool abilities However, this is just chapter 1, and for the next 5 chapters the game appears to lose interest in the inter-factional aspects a bit and sets you down an increasingly linear path through some dungeons to chase some magguffins and deal with a predictable ancient evil. There is some variance in progression depending on which faction you join and what type of magic you can get, and when, as well as the cosmetics of your armour pieces. But it gets more and more dilute and meaningless as it goes on, so it basically starts off as a really interesting setting with a unique thesis statement to how to approach player progression in a WRPG. Butends up a fairly routine slog through some very buggy quests (I had to enable god mode at one point as a follower would murder me on a perfectly timed loop every few minutes because his AI was programmed to be as hostile to me as the enemies we were fighting, and he was supposed to be there to make an unreasonably difficult section more easy https://www.reddit.com/r/worldofgothic/comments/qzrch9/wtf_is_wrong_with_gorn/). I'd say it starts off as a 9/10 and ends up more like a 5/10. Really the only interesting game design occurs in chapter 1. At the same time tho chapter 1 is most of the game almost, I was just short of 30 hours in my playthrough and around 14 of them was in chapter 1, I spent a long time trying to decide which camp to join. Chapters 2 and 3 are also still good and have good pacing from the first chapter, but it kinda falls apart a bit on 4, 5 and 6. Pretty interested to check out the sequel tho, which is considered one of the best RPG ever and fixes a lot of the more glaring problems here apparently. There's a few threads on here about other PB games I think, Shiny did one a few years ago about Elex which is a more modern take on this kind of game I think. Tho maybe that is just as buggy, I dunno
  20. Put just over an hour into this. First things first, it’s way more traditional narrative focused than the last From action RPGs. Loads of cut scenes and it defaults to Japanese voices but I switched it to English because evidently I’m some kind of monster. If I can switch it back, I’ll give it a try. Combat feels superficially similar to Souls but really very different. It’s all about parrying and timing, whereas a lot of Souls you can cheese quite easily. I can’t imagine anyone’s ultra sensitive about spoilers from an hour in, but just to be sure: So far it feels great to play, very smooth and satisfying when you pull the combat off properly.
  21. Quoting the kickstarter - "Darkest Dungeon is a challenging gothic roguelike RPG about the psychological stresses of adventuring. Descend at your peril!" Anyway, it was funded for over $300,000 in March 2014, spent a year on Early Access and eventually released in January this year. It's due out on PS4 later in the summer. It got good reviews and and has a "very positive" Steam user rating with around 15,000 votes. I've played it for an hour so far, it's cool. The game is structured like Sunless Sea in that you have a base, a safe haven, where you can buy provisions, recruit new members, take on quests etc etc. You can only set out with a party of four each time, but you can have way more than four people hired. One of the things you can do in the base camp or "hamlet" is assign people to certain activities which will reduce stress (like dread in Sunless Sea). If someone is assigned to an activity, you can't take them with you on your next trip. I'm not going to drone on about the mechanics in the game, but it is pretty similar to Sunless Sea really. Combat is turn based. Your party stands in formation and different characters have a preferred position...it's not what it sounds like. Both yours and the enemies position will affect the range of your attacks. That's all I can say about it so far. I did the introductory quest.
  22. Played the first 3 hours earlier. I like it so far but it barely feels like I’m out the tutorial really so very early days. A lot of mechanics are being introduced still and it feels like the reigns haven’t been let go of yet so I’m not free to fully explore the world yet. First things first. There’s a lot of cutscenes. Almost all of them during the Prologue are ones we’ve seen from past trailers so in some ways we’ve all seen the opening hour but without the context you’ll get in the game. After that you’ll start to see some new stuff but at this early stage most of it is just introducing you to characters and locales with not an awful lot going on in terms of plot or anything. I’m not sure I need to go into a deep dive over the way the game plays as we’ve seen the gameplay trailers in the past. If you’ve seen those clips with Sam delivering packages that’s pretty much all I’ve done so far, the tone has definitely been on the serious side - thus far at least - with the piss grenades and Kojima wackiness completely missing during the opening stages of what I’ve played at least. The way it feels to pilot Sam though is probably what has surprised me the most, I read someone else somewhere compare piloting him to driving a car in GTA or something which had me a little bit worried because I assumed he’d control like a tank but instead he controls like a Sports Car if anything. He is incredibly nimble and controls very intuitively which I was shocked about, the walking speed is a light jog as well which means you get places really quickly. Holding L2 and R2 in will enable you to keep your balance much better and it’s a godsend when you’re carrying something heavy or traversing mountains as it will stop you flailing from left to right wildly. The way you load and unload packages feels very intuitive as well and it’s somewhat novel in letting you pick it up and then rearrange it on your person, it feels very tactile. I’ve made 3 deliveries in total in my time with the game so far. It seems fun enough to me to simply get lost in the world and walk about eventually getting to your delivery point but as mentioned previously I haven’t been fully let off the reigns so far so have only been able to explore very linear corridors which have been funnelling me to the next exposition point. I have met the ‘BT’s’ once so far and the whole experience completely weirded me out. I fucked it up first time around and was flailing wildly not knowing what to do before being chased by some kind of monster thing so I reloaded and gave it another go. The atmosphere in those moments is so damn tense creeping around them whilst crouching and holding your breath, the BT’s themselves give me the creeps, they’ve got such fantastic sound design. It probably goes without saying but the visuals are absolutely phenomenal as well. They world design has a really unique art design to it, I don’t really know what I can compare it to really other than possibly Nier Automata maybe? It just has this washed out melancholic but vivid quality to it that I’ve not really seen much elsewhere. If you like somber indie tunes you’ve come to the right place as well, in particular moments the music will swell and the camera zoom out to give you a sense of place whilst adventuring along. Kojima has a great music taste. As far as negatives go, so far the writing has been a little ropey in places and I couldn’t help but laugh when Kojima’s name comes up under every casting title during the credits as well. So yeah, so far so good really but it’s still very early days. I’ve been pleasantly surprised with it this far but am eager for the leash to be loosened so I can fully explore the world.
  23. DANGERMAN

    Dishonored 2

    Still spelt wrong Bit of an odd one so far. The intro isn't great, I won't spoil it but it's so rushed. Basically it's the bare minimum to justify another game and it's dealt with within about 4 minutes. There's a couple of people you're supposed to feel something towards, but you've literally just met them, you didn't catch their name, and really, ultimately, couldn't give a fuck I can't remember at what point the first game told you about the benefits/consequences of killing people or knocking them out, but I've played 40 minutes, kind of might have killed a few people, and I don't know if it matters. They deserved it, but am I spreading plague, will I face some big consequence later in the game, I've no idea That said, you get to the game part and it's good. I fucked up the combat a couple of times, because you're robbed of your powers there's been a couple of times I've had no idea there were other guards around and so I've tried stealthing someone to sleep and ended up alerting 3 other guards, There's a weird inertia to the movement too, I think it was in the first game too, it takes some getting used to, but I think it will ultimately give the game some character and identity. I might regret it but I'm playing as Corvo, He doesn't shut up, again, I can't remember the first game that well but I don't remember him talking that much. You can play as Emily, and I think the game would like you to play as her, maybe I'll restart it and play as her at some point. Looks good, I'm managing to run it on ultra on my 970 at above 40fps (non-pc players stop reading before this bit, yeah), so I'll probably drop it down to very high and see what happens, either way I can't say I'm seeing the performance problems others have complained about
  24. Ok, so this is awesome. i grew up with the Turtles in the ‘90s. Spent a small fortune on the arcade games. Loved Turtles In Time, which was the second SNES game I ever played. Scrolling beat em ups remain my favourite genre. So I was always going to be all over this. Thankfully, it was totally worth the wait. It looks fantastic, you can tell a lot of love has gone into this. The combat is satisfying, with each character having slightly different moves. If you play through Story mode, you gradually unlock more stuff, such as extra health and lives, and abilities. Each level has 3 challenges, ranging from do-able (kill 3 enemies with a specific move), to “not bloody likely” (don’t get hit once). There’s secrets to find, which help to level up a bit faster. The soundtrack is pretty catchy, and I love that the voice cast for the original series is more or less present and correct. I’ve played a few online sessions, and the net code seems pretty stable, even with 6 players, though that can be a bit chaotic. Fairly easy to get into an online game as well, which is good. Trophy wise, most of them are alright, though there’s a few pretty tough ones. Not sure I’ll manage the Platinum. But I’ll definitely have a fair few online sessions. It’s been scoring pretty high with reviews. And it’s totally justifiable, as it’s so much fun to play.
  25. Probably anther topic doomed to die in solitude, but this is such a unique concept that I wanted to put it out there. I also didn't see much of it in the media space, except for a preview in some magazine a while ago. I usually preface an explanation by saying "this game is a bit like X and has elements of Y" but I really can't do that here because I have never played something similar. It's kind of a dungeon crawler with the setup that people get sucked in some game world where they transform into dice. After that you have to go through multiple floors per level with your character, fight baddies, get to the exist and hopefully collect all the loot in between. 90% of it is combat and here's how I'm going to fail at painting a clear picture of how it plays. Your character has a bunch of actions and a number of dice per turn he/she can use. The dice are rolled and therefore random by nature and actions usually either require or are influenced by the number of the dice. For a strong attack you might need to stack multiple values until you reach the total it needs or if you have an attack that does [ ] damage, the value corresponds to the dice you use to activate it. But that's really just the snowflake on the tip of the iceberg. Some actions require even or odd numbers, or have a minimum or maximum you need to use. Then there are the player characters: the first one is super basic and easy to understand but it can get really complex later on. The robot for example doesn't draw dice, but calculates them on a 11-digit scale. For every time you create one, you're getting closer to the limit and if you exceed it, your turn is basically wasted, so that's a nice risk-reward feature. The witch needs certain values to brew attacks in her cauldron while the tinkerer has a special skill he can freely use, but has to switch it out for a new one after every battle, meaning you can't rely on those powerful moves forever. As borderline impossible it is to explain with words, it actually does an excellent job of teaching you when you play it so there's that at least. So far I quite like it. I don't love it, but it's a unique concept and it's the perfect handheld game, something the Switch unfortunately doesn't offer too often anymore. One run through a dungeon is a 10-15 minute affair, there's barely any loading times, battery usage is minimal due to every just being 2D pictures etc. It's currently on sale and I got it for free through star points but I wouldn't have regretted paying for it.
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