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Mutazione is a narrative game following a 15 year old girl who sets off to a distant town to visit her estranged grandfather, having received news he's on death's door. The titular town was once a busy place until several decades ago it was destroyed by a meteor, and which slowly mutated the people animal and plant life left. The game itself mostly involves talking to the townspeople and getting to know this community and their lives, planting musical gardens, and solving the mystery of the giant tree in the middle of the town which sustains the island. It's gentle, slow-paced and relaxing stuff, lasting about 5-6 hours. I had a lovely time with it.
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Looks like there's no thread for this, then? Continuing my random bite-size gaming journey, I started this earlier. I love a lot about it. I love the style and world they've built - instead of dragons, knights and demons, this is a Souls clone with mechs, basically. There's some cool twists on the Souls formula, like you can target specific body parts. This has some element of strategy to it - you could go for an un-armoured head or leg for a quicker death, but if you target an armoured part and do a finishing move, there's a chance of cutting that body part off and putting it on you. That guy has a cool headpiece? Target it and swipe it off. I played a couple of hours before it crashed and nearly beat the first boss, but he did have some fucked up attack patterns. I made some good progress before that but nearly got stuck on a mini-boss that killed me in one hit, with a drone by him an an extra tough enemy hiding behind him. My Souls experience has taught me that I shouldn't be there yet, so I eventually found the proper way forward. Apparently it loses its appeal after a few hours but I've enjoyed the time I've put into it and it cost me nowt.
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I might as well say something about this since I'm stuck. So on the surface this is basically a classic Metroid game under another name, and I'd even say it's classic Metroid a little under the surface, too. It's hard to get away from the comparisons. But it does have it's own stuff. Gameplay-wise it is less predictable than it initially looks. You can see that there are ares you can't traverse but it doesn't quite use the same kind of abilities as you'd expect from a game so inspired by Metroid and Axiom Verge certainly does a pretty good job of surprising you. I kind of don't want to talk about them, but I will say the drone is pretty inspired. It plays a pretty good shooter. The enemies are really fiendish which really do cause a problem not long into the game and the weapons you get are weird and unexpected, too. They maybe a bit too situational so you will use the default a lot but there is some satisfaction in figuring out the best way of using the weirder ones. It feels quite Turbo-Grafix-y more than Metroid-y in terms of action, actually. I don't think I quite understand the story, though. There is a bit too much jargon that comes across really stupid, sometimes, but the atmosphere is spot on. The environments do pull off the surreal, dreamy, alien sci-fi thing really well. The soundtrack helps a lot; it's mostly really good. I know this has past a lot of people by, it hasn't had much attention for some reason but I would say it stands alongside Shovel Knight as a good modern take on an older style of game. I kinda hate it now because being stuck really blows chunks, especially on games like this.
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I've played a little of this so here's some impressions. It's another indie racing game inspired by the arcade titles of the 90s. Visually and audibly it's very Ridge Racer but the handling is something else. Maybe more like Motorstorm but a bit driftier? Not sure but it's not expected and it's maybe more unforgiving than is satisfying. But I guess that's what this is; a hardcore racer for real gamers, like back in the day. There is a difficulty spike really early on that is a narrow course through the woods and I felt like giving up. But I found that conventional wisdom doesn't work here. I was using a car that was statistically slow but with good handling which in games like this is usually the beginner car but when I was failing a lot I tried another and I found maintaining speed and drifting is so much easier to do so once I learned the track I managed second place. The slower car just snapped out of drifting so easily and I couldn't figure out how to be fast in it. The AI is pretty brutal. Its like when I used to play Gran Turismo 2 and sometimes use the other cars to get round corners since there was little to no punishment for it. Well, get used to being on the other end of it. You cannot corner a little too slowly if anyone is behind you. But it seems okay so far despite that. Once I got a little hang of it I was having fun. But the handling seems like it might click... but might not.
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Played the opening couple of hours. It’s a beautiful looking game that is graphically far ahead of Shenmue 2. If Shenmue 3 had been released soon after Shenmue 2, it wouldn’t have looked as pretty as this. Ryo sounds the same, pretty impressive given that the voice actor is 20 years older. Shenhua obviously doesn’t, which is a shame. But there’s nothing wrong with the new voice actress either. The music is gorgeous, especially the Bailu Village theme. The gameplay has many returning features, and some things looked to have changed, but I won’t comment on that until I’ve played some more (and everyone else has had a chance to play it). Looking forward to playing more tomorrow. Trophies aren’t available yet, but I assume the game has them.
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So far it's kind of Deus Ex Human Revolution but with better combat and tweaked augment mechanics. The latter sort of work like Crysis now, only with an rpg element so they're incredibly limited until you dump some points in to them (presumably, I haven't got to that point yet. You have skills like silent walking, Batman vision, cloaking, and another one, all of which use your energy meter. This will refill a bit, but it really is only a bit, otherwise you need to eat this game's version of the energy bar from Human Revolution So far I've been stealthy bollocks, although I had to reload a save because the kill to knock people out is the same as killing them, the difference it a tap and holding it down for a nano second. Also, while I'm having a bit of a pop at the controls, the augments are on the F keys (F1, F2 etc), sort of fair enough, I assume they're on the dpad if you're using a controller, but the F keys aren't really easy to find, they should be on the mouse wheel or something It looks pretty The animosity towards Jensen, and all augments presumably but Jensen is the only one I've encountered so far, is a bit heavy handed, but one of his squad shouting "Great fucking job Jensen you fucking bell end" made me laugh
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This is a Sad Indie (TM) adventure game, with a lovely art style and pretty good story, told entirely without dialogue. I got it a while ago as a freebie on the Epic store. The game starts with your character after a car accident which killed his wife and left him in a wheelchair. He finds he has the ability to go back to the day of the accident via portraits of people that his wife painted, and tries to change things to prevent the accident. This is the main gameplay element, each portrait gives you control of the person in the painting, and you attempt to change their actions to prevent their part in the accident. Changing that course of events inevitably has knock on events, ending in something else being responsible for your accident, you have to go between the three characters and manipulate things to effect the others. It's fairly straightforward, and takes about 4 hours or so. It's very well made, and I liked it a lot.
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Played around 2 hours of this earlier. I pre-ordered this on PS4 ages ago but never got around to playing it for whatever reason, with a small gap between finishing SotTR and AC:OD on Tuesday I have time to go back to a few small games and play through them so this is one of the first that came to mind. It's a PSVR title so unfortunately no one without the headset will be able to experience it but I thought I'd write about my experiences nonetheless. I should mention that I have - briefly - played it already as it was included in the PSVR Demo Disc #2 at the beginning of the year, I was so impressed with it then which is why I picked it up. The game is told in a fantasy storybook kind of way with you as the 'reader' looking in on the events of Quill's story. You play as Quill, a small charming Mouse from a leafy mouse kingdom. Everything is jolly at first and the vibrant opening area is a real treat for the eyes but this being a game things predictably take a turn for the worse and Quill must set out on an adventure that will leave the comforts of her home world and take her to some of the other dark, dangerous regions dotted about in her world. You look in on Quill's world as the 'reader' seeing her scamper about in various diorama-like stages with a page turning sound playing when you get to the next diorama in a chapter. You play with a controller - as opposed to the wands or other input devices - and directly control Quill, but you can also interact with various movable objects in a stage using the light bar at the front of the DS4 controller. The way the game plays early on is a relatively simple puzzle platformer where you have to move blocks, staircases and other objects onto buttons so Quill can proceed into the next room. They do quickly become more difficult though with multi-room solutions, turning switches on and off and manipulating enemies into a position using your 'reader' power. All stuff we've seen before really but the feel to Quill, her animations as she scampers about and how lifelike she is draw you in and the feel of controlling her, manipulating enemies and obstacles blocking her way feels really tactile and nice to pull off. The combat is the only thing I'm not sure about yet. It's relatively simple featuring a sword hit on Square and a dodge on X but it is quite a bit more challenging than I was expecting and am worried that it may become a crutch later on. but it does make it way more satisfying to clear a room of enemies than I was expecting from a game like this. The enemy variety has surprised me with one marksman type, one melee type and one that will follow you everywhere and blow you up with Goo if you're not careful. There's scrolls to pick up whilst you're exploring too, placed in some reasonably difficult locations that really makes you think for a few minutes how you get up to it, which keeps you on your toes and looking at every angle of the diorama possible so you don't miss anything. So, so far I'm very impressed with it, it hasn't blown me away or anything but it's a great charming little platformer on an unusual platform
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yeah so this is insanely good. i mean it's always looked ace from the videos of the pc version which i was well jelly of. but now it's out on psvr so i've been playing it the last few nights, only stopping because my arms/legs need a break. so imagine you're darth vader or some other dude with light sabers, and you're listening to some banging tunes, and there are blocks flying towards you. obviously you smash the blocks with your light sabers - and that's the game. it's a rhythm action game so the blocks come at you in time with the music. you slice the blocks up in the direction indicated by the arrow, and with the hand indicated by the colour of the block/light saber. the scoring is based mainly on how big/exaggerated your swing is, and a little bit on how well you hit the block in the centre. doing big swings goes out of the window pretty quick as the difficulty ramps up. the music is mostly, i don't know how to describe it (techno?/industrial?/dubstep? i'm rubish at categorising music), it's a bit like the music in aaero, and works really well with the game but it's not the sort of thing i'd listen to outside of a game. there's a campaign mode (exclusive to psvr for now iirc) with loads of different challenges/modifiers on the songs, beat a score, the song is faster, move your arms over a certain distance - which is really hard work. i was a bit worried about the moves not being as good as the pc equivalent but it's no problem, they work great. i'm still jellous of the pc version though as that can have custom/imported songs. it's VR only, but if you have a way of playing it i'd recommend giving it a go.
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Couldn’t find a thread for these so I made a new one. I played a little over an hour of the first game, just as far as exploring Dobuita a little. Of course this is Japan in the 80s, so thirty years before the Japan I’ve experienced, but still so little has changed. Visually from the streets, the houses, the parks...this is what Japan is like. And the young children in the game that meet Ryo speak exactly like Japanese children do now. The scene with the girl and the kitten next to the shrine was very touching. So far so good! Playing the game on PC by the way, connected to my tv and using a wired controller. Resolution is 1920x1080 or something along those lines.
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I was lucky enough to get into the Need for Speed closed beta on Friday, and after downloading it for what seemed like eternity the entirety of Friday I finally managed to get on and give it a go yesterday, so here are some of my impressions. Before I begun the beta I actually hadn't seen too much of the new NFS, I'd seen a gameplay walkthrough from E3 that looked a lot like Underground and Carbon, and personally didn't look that interesting, but some of the recent trailers stirred my interest and I was considering a purchase even before I begun the beta. So I played roughly 3 hours of the Beta yesterday afternoon, the first thing you notice is the graphics, they are just truly astounding, the game looks exactly like the footage EA have put out pre-release and it runs at a buttery smooth 30fps, obviously 60 would be better, but it seemed like a smooth 30fps with no dips at all, pretty sure it was running in 1080 as well, on PS4 at least, no idea about the Xbone. The visual style and pretty much everything about the game screams NFS:Underground, I know they didn't call it NFS: Underground 3 for whatever reason, but it might as well be, the neon lights, the drum-n-bass, dub-step, trance, hip-hop, rock, electro inspired soundtrack coupled with the glitzy neon streets, deep car customisation and the perpetual night all screams Underground to me and it is pretty much NFS:U3 whatever EA want you to believe, which is no bad thing, the visual style is amazing, it almost feels like you're in a Fast & Furious film at times, screaming around the LA streets at night in some Japanese drift-machine, Ghost games have done a very good job with the Frostbite engine in recreating the 'NFS:Underground' style and vibe in the game. The car customisation is extremely deep and varied, it's pretty much Forza-level customisation, you can seemingly change every panel on your car for visual customisations from spoilers to body kits, side skirts, new rims, splitters, you name it you can tweak it pretty much, and this is coupled with the extensive performance customisations which means you can upgrade your cars performance in a ridiculous amount of ways from upgrading the ECU, Spark Plugs, Exhaust system, Nitrous, Fuel Injectors, Tyres, Suspension, pretty much anything you can think of, it's extremely extensive and it is very intuitive, I spent quite a while just messing around upgrading my car with new bits and pieces, putting on new decals and colouring my Rims differently, it is pretty addictive and I'm sure when this comes out a lot of gamers will spend a lot of time creating fantastic paint jobs akin to those found in the Forza series. The game looks amazing, that's in no doubt, and it'll probably be even more polished than it already is when it's released later this month, but apart from that I didn't really have a wholly positive experience with the game, the live-action cutscenes can get in the way a lot of time, not sure if you could skip them or not, but they seemed to go on far longer than they should've and ruined the flow of the game somewhat for me at times, although the acting wasn't as bad as I expected, I mean it's bad, sure, but it's not quite Diana bad. The other things that grated with me are how empty the city felt, 'Ventura Bay' just didn't really feel alive at all, there's no pedestrians knocking about, and there's just not that many AI and Human cars around either, not sure what the size server size is but it felt like you'd only be on the same map with 3/4 other Human drivers tops, not incredibly impressive really, although I did like the ability to press R1 and start a race with a random other human racer whenever you wanted to, although this is nothing new to be honest. Mission variety also seems a bit of a failure really, admittedly I'm still very early in on what I'd imagine will be a 20-40 hour game, but all the missions so far have been: Sprint Races, Circuit Races, Drift Challenges, Drift Circuits and Drift Sprints, that is literally it, I have a feeling you'll be able to compete in Gymkhana events later on (as Ken Block's in the game) but at the moment the variety is pretty woeful and I was already getting a bit bored of the lack of variety in the missions. The biggest issue though is the car handling, you can adjust the car handling between 'drift' and 'grip' in the car customisation options, the default setting was right in the middle of the two extremes, and until you get used to it, the car just jerks all over the place, you seem to slow down far too quickly, and you seem to be able to throw the car around quicker than you'd imagine, there just isn't much weight to the handling, it feels overly sensitive and jerky. I did get used to it towards the end of my 3 hours with the game, and was able to pull of some nice drifts and stuff but there is quite a learning curve it seems to me, maybe adjusting the grip would make things better, but I didn't try that so I'm not sure. In conclusion, NFS has definitely got bags of potential, it feels like the most polished and accomplished NFS game I've played it a long time, and I hope it delivers on that potential. I just hope that the mission variety is there to keep people wanting to play and Ghost manage to tweak the handling a little, because, without it, I feel many will give up at around the 10 hour mark. Definitely one to look out for, but at the moment I'm still going to wait for reviews rather than pre-ordering.
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This is a little known indie RPG from a couple of years ago that has a 16bit JRPG style. On the surface it pulls a lot of inspiration from Chrono Trigger with regards to its battle system, but instead it has a sci-fi setting where you play as a team of future spies. It has been good so far. Well, the story I'm a bit unsure about. Maybe it just needs some time to pick up but currently it has a dodgy mix of some regular sci-fi and a Saturday Morning Cartoon, but in a way that isn't quite working for me. I just want them to pick one so far. But I've been very impressed with the battle system and that's the star of the show here. You have basic moves, moves that can be used once until you've gone in a turn consuming defensive stance, the moves have a lot of different kinds of properties even early on. Every fight with basic enemies feels meaningful. JRPGs are often more of a marathon than a sprint, where you have to get from one place to the next, doing lots of simple fights and making sure you're prepared enough for it. Here, all of your health and abilities are restored after a fight so they're very self contained, puzzle-y things and don't shy away from making regular encounters feel like boss fights in another game like this. It's cool. It's very cheap on Switch as of now and if you want something to challenge your decision making in a JRPG style I think it's truly worth looking at.
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I thought there was a thread, there should be, Ape Out got a lot of coverage for a few days at release. It's a simple premise and a simple game. You're a captive ape and have to escape. Your captors are gun toting guards or various types, and you bound through the level smashing guards, grabbing them to use as shields, or flinging them into other people or walls. You can take 3 hits, every few sections you start a new level and get your health back. Killing the guards doesn't really do anything for you other than clear the way, there's nothing to stop you from just gunning it, which is what I tend to do and it probably does rob the game of something The thing that makes Ape Out stand out is the jazz soundtrack which is tied to what's going on in the game, and the old European cartoon look. It's a cool game. The problem is that there's not a huge amount to it. I like it but you're getting as much from it on disc 1 as you are on disc 3. You get new enemies and the challenge they throw at you changes, but it still amounts to you grabbing and splatting. For example, the game introduces enemies who smash through windows wearing body armour, they're more dangerous and more useful as weapons, but they still die from being twatted about by a gorilla
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Ok. So, this game is awful. Sorry, but it is. I’ve loved the Contra series for a long time, ever since I started with the awesome Super Probotector (aka Contra 3) on the SNES. This is absolutely one of the worst entries to the series. Graphically it’s nothing special. I’ve seen worse, sure. But considering we’re at the end of this generation, it’s nothing to write home about. The effect where an enemy gets thrown into the screen, Turtles in Time style, is pretty laughable. The overheat mechanic is terrible. Your main weapon overheats in a matter of seconds, unless you hold off from keeping the fire button held down. Your secondary weapon is usually more powerful, but that overheats even faster. There’s quite often a ton of enemies on screen. So your natural reaction is to try to shoot them all. Except you can’t, because your bloody weapon overheats. Leaving you frantically rolling around, waiting a good 8 seconds before you can fight back. Within a few levels, content gets recycled. Hope you like seeing the same bosses and mini-bosses, over and over again. There is a store where you can buy upgrades, but it’s absolutely baffling. Huge amounts of stuff to buy, with not much indication of what it actually does. All of which cost an obscene level of cash to buy anyway. Oh, and if you die in a mission, none of the cash you earned gets kept. So that’s fun. You can’t pause a mission. At all. Even on your own. So you’d better not need a piss, or anything better to do for a good 30-40 minutes. To top it all off, it’s just bloody boring. The whole appeal of Contra is running and gunning your way through waves of enemies. Here, the overheat mechanic completely and utterly ruins the flow of the game. Reviews are tearing this game a new arsehole because of it. And they are absolutely right to do so. It adds nothing to the gameplay, instead it restricts you. Oh, and the spread gun? One of the most iconic weapons in the series. Here, it’s a temporary power up that you get to use for about 5 seconds. If you even find it at all in a level. Utter shite.
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So. Fairy Fencer F: Advent Dark Force. Brought to you by the geniuses behind the Mega/HyperDimension Neptunia series, it's a medieval JRPG for the ages. Ok. It's not. It's a bit of a pervy game wrapped in a lovely little Dark Ages anime art style. @Sly Reflex was asking me about it last night, and the only answer I really had was that it's inoffensive. Which I then immediately clarified by saying the GAMEPLAY is inoffensive. The story itself just seems to be an excuse to get questionably aged female characters into questionable states of undress. One character in particular, Harley (who thankfully, looks of age), has a particular comfort with herself, so gets herself into situations like this... Anyway, I've just discovered this game is a remake of a 2013 PS3 game. It uses a modified version of the Neptunia battle system, so it's a turn-based JRPG. You have a circular battle arena and your characters make their moves, then the enemy makes theirs (obviously depending on speed levels). When it's your turn, each character gets an area they can cover, where they have to get close enough to an enemy to make an attack. Or far enough away if you're defending/healing. It's easy enough to get to grips with, and as you progress they introduce more and more twists on the formula. You level up as per RPG rules, then also gain a kind of ability points that allows you to increase your attack, defence, movement and attack range, as well as the amount of physical attacks you can do in a combo. It's a nice idea and lets you personalise each fighter to your play style. The story involves finding swords - known as Furies - and using them to release the Goddess. Well, in my story that's what's happening. You can also release this other dude - he's a bad guy - or there's a third option. I'm not sure if you can release both or what. I assume so. A few other systems are in place, but that's the main gist of the important stuff. After about 10 hours of gameplay I'm around level 10-12 and have 4 characters in my party - Fang (the main character), Tiara, Harley and Galdo. All 4 have three hits in their combo, I've unlocked a few extra moves for all of them, and they all have a Fairy giving them benefits/bonuses. It's good. Not great. But there's enough there - besides the perviness - that's keeping me playing, so i'll carry on at some point this weekend.
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Steamworld Heist is a game that’s out on everything. It was initially released on 3DS in 2015, and I’ve played it for a couple of hours on Switch. It’s a fun turn-based space faring rpg with an eye-catching visual style. Battles take place inside ships and the ship layouts are randomised. Missions are selected from a node-based map. I’ve been playing on the default “Experienced” difficulty and it seems like a reasonable challenge. I’ve had a couple of characters die during missions. When a character dies they don’t receive experience for that mission but they are resurrected when the mission is over. The game has all the features that you would expect from the genre - special abilities, equipment, loot, new characters to recruit - but it’s the visual style and the ricocheting of bullets (as you can see in the picture) that makes it unique and fun.
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Dunno how many of you are waiting for this one but hey ho. It plays like those old western RPGs I never played. Get job, go to place, kill baddie tell job giver. Or maybe collect plants and take them back to some dude. Fighting is done in the style of a FPS, its not like Fallout 3 though, this does actually feel like one, all the stat stuff behind the scenes is there but you don't notice or consider it mid battle like you may on Fallout 3. The AI is bollocks compared to what we have come acustomed to, missions and dialogue are given out in soulless text like it is in Marrowind and despite the great artwork it still feels far too brown. So why couldn't I put it down for hours? I'm not sure yet, I think its the looting aspect and the weapon collecting, because of the randomly generated weapons I'd keep exploring the area to find something rare and useful that I could show off when I do end up online. It is a stupid thing to be driven by but I'm loving all these juicy stats. Haven't tride the co-op yet, will do that around its general release.
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Bit of a strange one, it seems a little like Wolfenstein's gameplay in a service game. It's not quite as punchy, the guns, particularly the shotgun, feel weaker. Enemies have levels, so far they've been low enough that the fodder have been easy to kill, but there's also some that have armour, and the boss took ages I really like the two girls, they're funny, we'll see where it goes but I'd be up for giving them another game.
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Just played the PC demo and its fucking intense to say the least but it's also very nice looking and the guns feel about right. I know this was beta tested on the 360 did anyone play it? is the XBL demo out yet to try?
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Got my copy through the post today from Simply Games, after I finished installing it I dived straight into the Multiplayer, pretty good, incredibly addictive as always, and extremely similar to the beta a few months back, I'm nowhere near as good as I was in AW unfortunately, and have only had a handful of games where I've got a positive K/D ratio but I'm still enjoying it, was mostly playing Ground War (alternating between Safeguard, TDM and Domination). As I've got limited time for this before F4 on Tuesday I don't really know what to do in it, I was hoping to Prestige it by Tuesday but there's seemingly no 2XP so that'll be quite a difficult task, I've only levelled up to Level 10 in 3 hours so it'll take me another 20 hours at least to get anywhere near Level 55, so I may just pack it in and make a start on the campaign or try out a bit of Zombies. I briefly tried to start the campaign today, just as an experiment to see what happens on the matchmaking side, pleasingly it does have matchmaking in co-op which means I can play with randoms if needs be if/when I eventually get round to playing it.
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Played 90 minutes or so myself and I've enjoyed it so far, already I can tell this is a really well made game that has had a lot of love and attention gone into it. The puzzles are pretty basic in nature, essentially a 2016 Snake-Light puzzle but with different elements that make them harder and harder such as having to pick up little squares on your way to the goal and having to control two snakes at the same time. They have grown quite challenging already and I've got stuck a couple of times already but persevered and eventually found a solution. The island itself, the atmosphere and the art style is where the game really shines, there's absolutely no tutorials, no hand-holding whatsoever and you're left to explore wherever you like and solve whatever puzzles you like. The game looks truly beautiful, like a 3D painting come to life. The Island feels purposefully bewildering, haunting, eery and mysterious and just ripe to explore, it definitely has that Skyrim sense of wonder to it, seeing something in the distance and thinking to yourself 'Ooh, I wonder what's up there' and then sauntering up to see what you find. Found a couple of the voice recordings too and they were both high brow philosophical quotes from famous scholars, scientists, philosophers from a bygone age. My only worry so far is the repetitious nature of the puzzles, but I've read they go more in depth the further you get into it so its not a major worry. Going to put another 90 minutes into it later tonight.
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Diablo 3 had an open beta last weekend, a stress test for the servers, but there's was a decent amount of game to play through It's Diablo, point where you want to walk to, click on enemies to attack them, hit your hot keys when your specials are charged, pick up loot. I'm not sure why these games work, and I'm not sure why Diablo and Torchlight work better than Dungeon Siege. I only played as the barbarian, with these kind of games I tend to find I get swamped, so playing as the character best suited to close combat suits me, but he does seem a lot less interesting than some of the other characters. I will say, and I know it's very early in the game to make any sort of judgement (you play the first act), that it hasn't grabbed me as much as Torchlight did, but it's still enjoyable and hugely compulsive. It's quite easy too, apparently that's just how Diablo plays, and I certainly wouldn't want it to be too hard, but it was only on the boss fight that I had to use a health potion. The problems though, the game has to be connected to the net at all times. It doesn't matter if you're playing single player with no intention of ever taking it online, it needs to be connected to the net. And not just connected in a casual way, checking in every now and then, it seems to be virtually running the game from a server. What this means is that if the server is busy you get lag. Click on an enemy to attack and either you wont perform the action or you will and the enemy wont react for a second or so. You also get put back a few steps from time to time, like you've unsynched with the server and lose the last couple of seconds of play. There's also the obvious issue of this meaning you cant play the game if your net, or Blizzard's servers, go down. I think this is due to the auction house for loot that allows real world money purchases. I get that being offline runs the risk of people hacking the game and selling created weapons when they get online, but I'd happily take the option of never being allowed to sell stuff in exchange for being able to play offline. All this could change as it was a beta, and the lag might never be a problem again. Although I suspect the launch weekend could be a nightmare. Shame because the game itself is very good
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Surprised I couldn't find a thread for this... It's been out a while and i'd eyed it up on other platforms but ever pulled the trigger, but finally bought it on the Switch and it's superb. It's a rogue-like where you keep pushing further through a dungeon, unlocking new equipment that makes your life easier for the next run with the big twist being that all movement has to be timed to music and monsters also have their own movement pattern to the beat. The soundtrack's superb as well. It has that 'one more go' factor, and it never feels unfair. I'm still pretty shit at it, and have only made it to the third area so far but it's still throwing numerous surprises at me even in the first few stages, and I can feel myself improving the more I play. It seems the perfect fit for the Switch - a game you can pick up and play for five minutes or a good long session.