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Kinda surprised there's no thread on this yet, it seem like something a few people here would enjoy. Anyway, this is an awesome little title based on Scandi fairytales. It starts as a delightful, personality-filled romp where you, as young boy Olle, climb out of your log cabin window and follow your sister through a forest. Along the way you skip through peaceful, flower-filled meadows, play hide and seek with gnomes, and even shepherd some cherub-like flower pixies into a paddock. You then explore with your sister, climb a mini-mountain and all is right with the world. Obviously this would make for an extremely short experience, so let me be clear. This is the last good thing that happens to you in this title's brief runtime. Amongst other things, your sister is kidnapped, you're hunted by a character called The Butcher, you wade through a lake of lost/sacrificed souls, and you battle against some naked forest lady whose heart is visible through the open cavity of her back. This is truly one of the darkest, most horrifying games I've ever played, and the huge contrast between the gorgeous visuals and the awful undertones means every aspect has a real impact. Gameplay-wise, it's not going to win any awards. A couple of bits are really awkward to control, and at times Olle doesn't quite do what you want him to. Everything else is so, so good, though, especially considering this is the studio's second ever title. The graphics, at times are stunningly beautiful, with this unique saturation that makes the grass and flowers look almost real. The character models swing from charmingly stylised to incredibly creepy. Sound is great, except for one section set in a village about two-thirds of the way through. I love the fact it's based on Scandi folklore, too. Essentially, imagine Little Nightmares if it was cranked up to 11 and you'll be running along the right lines. It only has a 4-6 hour runtime, so if you've got an afternoon or evening spare, it's definitely worth downloading (especially if you have Game Pass, as it dropped there last week). It's one of the more unique titles I've played in a while. And the music for the final boss is In the Hall of the Mountain King. AKA the Alton Towers advert theme.
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The very king of fighting games is back, and I'm head over heels with the little beauty. It looks and plays incredible. So much detail and so fluid in motion. I know I'll be posting in this thread in five years time, although tbf, probably as the avid spectator to online tournaments that I've been for 10 years by now. Truth is I've never been able to play the thing to any degree of competence, I just like watching other people do it. Having said that I've decided to do something I've never done when (trying) to play it. I'm going to go with grapplers. Maybe slowing things down a bit for myself might be more appropriate for my age - (advanced)!
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The Demo is out now, possibly the first of two if past Resident Evil games are anything to go off. Based on the demo it's pretty faithful to how the original starts, playing up to the village fight before it ends. The opening moments are expanded and they've developed the combat a little. you can stealth a little now, the knife is a button press, there's opportunities to shoot then melee in a more deliberate way than it felt in the original. There's dodging and parrying, and when enemies are downed you can finish them off, which you need to do and I've had a couple change on me even this early in the game (this could be a demo thing) There are a few changes, as said there's a expanded start with some more story telling played out, and some subversion of what you expect, which runs throughout the demo My only issues so far, I don't like the aiming. I think by design it's easy to miss, but I'm not really a fan of how easy it is to miss even when you aren't being rushed. I'm also not a huge fan of how it looks. That might be a common thing with the engine, assuming this is the same as the RE2 remake, because I thought that could look a little rough at points. I've played the performance mode, and it has loads of ghosting when you turn the camera, whenever there's movement, and just at certain points on any fine detail, so I'm not sure what reconstruction they're using but it's not working great (playing on PS5). I might have another run on the graphics mode to see, then I might even download the PC version
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I played the first hour or so of this. The game has a very bombastic opening although I think it was largely shown when they first revealed the game. The opening “escape” sequence is snappy, much faster than the opening of DOS2. Dialogue scenes now play out Mass Effect style which gives the game a slightly more AAA feel. Character creation is pretty breezy, I didn’t spend too long on it. You can choose from five different penises. I just made my character a human fighter. My main takeaway is - no crashes or performances issues. Long may it continue. After a few more hours I should be able to comment more on the differences between this and Divinity, but so far so good.
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Demo is out, first chapter of the game. I made a video fighting the demo boss. I did really bad, maybe you can do better. It feels well designed but lacking in polish, I dunno. There's a lot to like here but I hope they get it up to a better standard for release edit ok I spent time practicing and took a better video of the boss fight. This game has really good combat. It's so mechanical, a nice amount to think about. Some AI problems tho. I wish you could call characters to a position but it seems you need to babysit them with switch mechanic
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Surprised no one has made a thread for this yet as I think quite a few of us have now played the demo/Prologue. But yeah, I played through it in two sessions over the weekend and wow, just wow, this is utterly fantastic. Way exceeded my already high expectations, I like pretty much everything about it I think. It's very Game of Thrones-y, that is my overwhelming first impression of it. Warring houses run by ruthless tyrants keen to expand their borders at whatever human cost it takes, it just feels a lot more grounded than a lot of past FF's and a lot of JRPGs in general, there's no super attractive Husbando leading the pack here and no really cute Waifu types either, all the folks encountered so far all feel more like real people and less caricatures if that makes sense. As this is the early game, everything moves at quite a slow pace with lots of exposition, setting up Clive's back story 13 years before the present day and seeing where he grew up, his Father and family in general (has very much a Stark's in GoT vibe). All the combat tutorials and your first real mission take place with teen Clive just getting to grips with his abilities, you're sent on a mission to clear out some Goblins from a derelict nearby town and when you gets there Goblin's aren't all you encounter. It's a cool mission that lets you get to grips with the early combat system for the first time, everything is relatively basic with only one Phoenix Eikon(?) ability to use, basic square and triangle attacks but how fast paced it is and how you can dodge just at the right time to engage a Witch-time equivalent and parry shots along with how phrenetic and bombastic it is just makes it an utter joy. Any game, especially a long RPG like this, that makes me actively want to engage with combat rather than sigh before engaging in another battle is a really great sign. It is relatively simplistic at this early stage but that is to be expected, you can see the roots of where it will grow and become more complex over the course of the game as well. I think what has really drawn me in overall is the story, without giving anything away I really want to see what happens next, the Prologue/Demo ends in such a way that I am incredibly eager to find out what happens next. The eikon fights are a true spectacle, huge set pieces with all the music ramped up to 11 that make the ol' heart tick away at a fair rate of knots, just so much cool and crazy shit going on on screen at once it's just such a visual spectacle and an utter joy to play through. So yeah, very early days but I'm so impressed with this so far and can't wait to carry on with it on Friday. Pics below.
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Played for a couple of hours and I'm happy to say that, so far, I've loved every minute... everyone already knew it was going to be a spiritual successor to Dead Space and apart from the inclusion of melee combat that's just how it feels. You play as Josh.... sorry Jacob.... who for reasons finds himself locked up and awakens in his cell with things very much already fallen to shit... not long after you receive your first melee weapon and after a quick tutorial you're left to it... I was worried by the dodge mechanic in this for a while but it's actually not too bad... there's no timing window, something I'm immensely grateful for as I have none, instead as long as you're holding left or right when the enemy swings you'll dodge... just don't dodge in the same direction twice. As for the hitting things, it feels meaty as in The Last of Us 2 meaty... and messy which I suppose trying to batter a monster to death would. I've picked up a pistol but so far I've not had much cause to use it... ammo seems sparse. As expected it looks really nice, they nailed lighting and sound... something that would've been criminal coming from the guy who gave us Dead Space... he sure knows his outer space. I've already died a number of times on the middle difficulty with some pretty disturbing death scenes... I think I'll be seeing lots more of these during my run time.😂
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FromSoft isn't messing around! Giant Mech✔️ Missile launcher✔️ Big gun✔️ Laser sword✔️ Jet propelled agility✔️ ..And go! This isn't Metroid however, this is your standard tool kit. Master it quickly. You get about the first couple minutes to introduce you to the controls. Then, you're on your own. Free to roam and battle as you wish. Your first objective has four markers, to be approached in any order. Naturally there is a lot of distance between each and From is quick to demonstrate that the enemies have the advantage. This is their base, you are the intruder. Be prepared to fight waves around any given corner. Some nice little Codec-like voices are your only warning the enemy has spotted you. The controls have come a long way since early AC's. After only an hour or so, I get what they were saying about taking what they've learned from Souls (more from Sekiro, really) and applying it to AC. Combat is fluid, reactionary and fast-paced. It all feels really intuitive, however. I imagine the first boss will be a rude awakening to any new to AC. I died a handful of times. But, this isn't Souls. This ain't no Vanguard either. I didn't defeat the boss by learning it's patterns, tells and counteracting them. No, I beat the boss by making the most of my own abilities. Your handler gives you one hint to dodge a specific attack. But it's more important than it seems. I mentioned Sekiro before, because you have the same meter system to the boss fights. Get the bar into the red with sustained damage and not only does this put the boss in a stunned state. But they take more damage too. Be careful that it does work both ways. Not to mention the cooldown to all your weapons and dodge/agility capabilities. This is all demonstrated in the first boss fight. When I "got it", I smashed the boss quite easily. I didn't get long to play today and likely even less time tomorrow. But just from the opening mission, I'm very impressed.
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So I'm about 4-5 hours into this, and so far it has been nothing less than phenomenal. It's a sequel to 2019's Jedi Order and takes place 5 years after the events of that game, again with Protagonist Cal Kestis (motion captured by Gotham's Cameron Monaghan), this time a lot more attuned to his Jedi powers, a little more dishevelled and world-weary but nonetheless determined to expunge the Empire from the Galaxy bit-by-bit, using his Jedi powers in tandem with small groups of misfits around the galaxy to do so. As this is a sequel, it plays very similarly to Jedi Order. You pilot Cal, his lightsaber(s), wield the force and explore different planets around the Galaxy in way reminiscent of a Souls-like and something like GoW/Tomb Raider 2013, you're able to go round different paths only to come to a dead end that will have a shortcut nearby it which will lead you back to a Mediation point (this games' Bonfires), you'll also encounter areas and paths that are inaccessible to you on your first visit, you'll have to return to these later once you have the required power and unlock the path. There's a lot of games like this nowadays, particularly open world third-person adventure games, so it's likely you've played one similar at some point, pretty much everything is back from Fallen Order, the way the game plays mentioned above, the platforming, certain set pieces, certain slidey bits you drop down into before/after/during said set pieces, you'll be lightsabering a lot of Troopers and wildlife, solving puzzles and collecting trinkets. There is a grappling hook of sorts this time around I don't remember being in FO, there are also stances that enable you to dual-wield, double-end or just have the standard saber setup. You can now customise Cal to the Nth degree (apart from changing his hair colour), including his Beard, Clothes and Hairstyle, along with his Saber (oo err) and your trusty Droid BD-1 who, again, returns from FO. So far I've explored two planets. The game itself starts off in the dingy underbelly of Coruscant, which is every bit as amazing as you think it's going to be, Neon signs everywhere, cyberpunk vibes out the wazoo, flying cars whizzing about all over the place, gaudy electric billboards and all the trappings you'd expect from this City Planet if you've seen the films. This planet is quite linear, you pretty much have your objectives and can still go off into mini-exploration zones which usually circle back and where you first started exploring from, but a lot of it is locked off for the time being, giving you a streamlined approach to the objective at the levels finale. Koboh is the second planet I've been exploring and is absolutely bloody massive. It's a Wild West feeling Frontier planet (complete with the accents!) which seems to just go on and on for miles from the vistas I've found so far. It's rocky but with plenty of beauty and charm, lots of interesting wildlife and interesting flora and fauna to look at and admire, I thought Coruscant was a visual spectacle but some of the vistas in this have been absolutely mindboggling. Compared to Coruscant which felt like a Planet you'd visit, this seems to be the Bogano of Survivor, the hub planet, with loads of different paths possible for you to take, loads of NPCs to speak to, shops to peruse and lots of mini-games and activities you can partake in Whilst I very much enjoyed the previous game, it did have lots of niggling technical issues that would eat away at your enjoyment from time to time, it just never really felt polished. You'll manoevre Cal onto a bit of pipe and he'd randomly do a Tee pose, there would be silly little bugs frequently enough that you'd notice them and kind of roll your eyes but never really annoyed or frustrated, that kind of stuff. But here, thankfully, all that has seemingly been eliminated, in my eyes at least, as everything feels so incredibly polished and buttery smooth, as alluded to above the game is a visual spectacle, it looks absolutely bonkers at times, particularly on my TV. I'm playing in Quality Mode on PS5 for reference. If on PC though, it might be best to wait a couple of weeks for a patch, because, much like most big recent PC releases that version has been borked - which is a shame and not acceptable - but if on XSX on PS5, this would get a strong recommendation from me already, particularly if you're into Star Wars and/or similar third person adventure metroidvania/souls-like type games. Pics:
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I'd like to preemptively say that I'm enjoying this very much, but I want to start off by mentioning two major flaws because the game can potentially put you off initially before it sarts to come into its own. First of all, do not play it unpatched. Because I have a very slow internet connection but wanted to give it a shot right away the day I got it, I installed it offline and dear god. Whatever "gold" version they pressed on the disc here is basically an alpha version. It looks and runs significantly worse than the finished release, it lacks fundamental gameplay elements (no lock-on for example) and even the settings menu barely has half the amount of options you eventually have at your disposal after it's been patched. Deep down I think it should be unacceptable to release a game in this state but we're so far down that path already that I feel like wasting my energy to point it out. So, tl;dr: don't play this without the Day One patch. Secondly, the game itself has an incredibly weak opening. Think back to how masterfully The Last of Us introduced us to its world, its protagonist and his motivations in a very effective 15-minute rollercoaster. Now imagine the complete opposite if that and you have a good idea of what Atlas Fallen's prologue is like. It's magic mumbo-jumbo mixed with a visually very unappealing tutorial area and leaves a very unappealing first taste. That said, now to the good stuff, because at around two and a half hours of playtime the game does its own 180 and turns into what I'd summarise as a surprisingly enjoyable mix of open world action game and light RPG. After the tutorial it throws you into an open world hub that's big enough to be believable as a place but small enough to not feel overwhelming in a way few modern games are. And while the game's structure with quests and areas being gatekept by enemies above your level is very RPG-esque, the actual progression system does kind of its own thing. Instead of collecting XP and levelling up, your character becomes stronger by upgrading their armour and unlocking Perks associated with that progress. In parallel to this you find, in a very motivating pace I might add, a lot of active and passive "Essence Stones", which are basically skills and buffs that enhance your options during combat. Combat itself is a mixed bag and also a clear indication that this doesn't go all the way as an RPG because there's only one way to approach it and just a couple of variables through the aforementioned stones. The game is build around the so-called momentum gage, which fills up as you attack and do other violent gamey stuff. Said gauge is split into three segments and every segment is linked to one skill you previously equipped, with the third one obviously being stronger than the first. The higher the gauge, the higher your damage and the lower your defense, which is described as a risk-reward mechanic but doesn't really feel that way because you have no control over it. Generally speaking, this all works rather well and is good fun, but I have two problems with it: firstly it's very, very easy to miss the indicator for off-screen attack prompts, so I'm getting hit quite often. Might be a me-thing though. The other one is not though and that's the very wonky lock-on. Bigger enemies have multiple body parts you can destroy for better loot but the lock-on is so finicky against those enemies that you sometimes can't get the right part locked or the game refuses to let go when you'd rather want to focus on the small mob running around etc. There's ways to work around this – my solution is not using lock-on at all until there's only the big one left – but it's still something to point out as a flaw. Outside of combat the game basically just consists of exploration, which is fun both thanks to the world's verticality and the protagonist's mobility, who can double jump and air dash. Moving around feels very good and it's here the game feels most polished. In other areas, like dialogue sequences, you can tell this is at max a double-A, sort of euro-jank title marketed as a big-hitter. Visually it's very pleasing, but with noticeable pop-in and very outdated character models that wouldn't look out of place in a PS360 game. I do want to point out though that Deck13 is using its propriety tech and hasn't jumped on the Unreal-bandwagon so huge respect for that, because all things considered this is a technically very impressive game for such a small studio. Six hours in the story hasn't really evolved much beyond the initial mumbo-jumbo and still resolves around the protagonist's gauntlet and the spirit of a Navii trapped within, but when the actual moment-to-moment gameplay is this rewarding it's not a big deal for me yet. How on earth this is sitting below a 70 on metacritic I have no idea, but then again the same thing happened with Venetica back in the day. I think US outlets in particular have a really hard time accepting the space in-between triple-A and indie, you rarely see them really value the effort put into these games and maybe looking past a flaw or two. Or maybe I'm just too partial because it's a German game, I don't know. Anyway, I think a few people here might end up enjoying this, you just have to be prepared for a sub-standard opening and be ready to play around some QOL flaws during combat encounters. I've also heard it only takes about twenty hours to complete, which I think is a good sign in this day and age of bloated open world releases.
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It still feels like early days but I'm enjoying this so far. I tried streaming some but my setup seemed to add a few issues to control and framerate, I did a lot better when I wasn't having to play through my capture screen. That said, it's still a Sonic game so I have been launched to my death rather than whatever the next part of the rollercoaster was supposed to be. For all the Breath of the Wild talk it actually reminds me of Mario Odyssey more than anything else. I've no idea if the area I'm in just expands or if eventually it moves you to a new world, but you're on a land mass that's gated, you're essentially playing until you unlock the next bit. There are traditional levels, they're really short, and they're accessed via totems in the main world. You need gears to open these, you get gears from defeating meaningful enemies, I feel like I've got quite a lot now so other than really early on when the game is teaching you, they aren't hard to find. Beating the levels gets you keys, keys unlock the chaos emeralds, doing that seems to progress the story and open more map. The reason it reminds me of Mario are all the little challenges in the game world. Work out the route to a floating platform, beat a horde of enemies, solve a minor puzzle, these all get you things, usually it's the items you need to level up attributes, sometimes it's experience to unlock more skills. There's probably a few too many currencies really, but it does mean that a trip across the map means a hundred diversions because it's very densely packed
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Played about an hour of this, which is not a lot but you're looking at apparently 6-10 hour runtime. Walking sim-esque, echoes of Miyazaki about it (Ico, Last Guardian), seems like a companion based puzzler with lots of pretty environment puzzles, but what I played was pretty linear. What might make it more interesting is it seems to have a strong environmental narrative focus on it, why are things the way they are. What is this city, what is going on with its inhabitants. I'll leave it at that, seems interesting but nothing mind-blowing really in the opening. I would have played more but I got about 2 hours sleep last night so I'm running on fumes. Will update with thoughts when I actually complete it I reckon It's a very pretty game, lots of screenshots and wallpaper material. At the same time I think the game is pretty enough that spoiling lots of views will rob people of the better parts of the game. So check out this screenshot of a cat hanging out in what is considered to be a pretty upmarket apartment in the cyberpunk dystopia FWIW, no HDR or ray tracing or anything like that. Lack of HDR is strange but I like the muted look tbh, don't really need the eyeballs seared right now. The game is so linear that the lighting they use is good enough as is. Runs at 60, these are PC impressions btw but I imagine it's identical to PS5
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I've played a few hours of this and I think I get it enough for some early impressions. It looks kinda out there but it also sticks to a lineage of Hero Shooters for the most part. There are 10 classes to choose from: 4 damage dealers, 3 tanks and 3 support. But one of each are unlocked as you rank up (or available from the start if you pay more (yes, there's a bunch of this malarkey, battle pass etc. 😐 )). So how a general game plays out is you pick a class, anyone can be any, it doesn't force anyone into a certain one but I can't see a lot of success in not having someone be one of each. There's 5 people on a team but you are also pitted against another team who is racing you to different parts of the map to dispose of these dinosaurs that are falling out of portals (I'll get to that). You don't interact with the other team, they're ghosts you're competing with in the first round. The second round it changes to something a little different. There's different modes it might change to but most of my games it became a payload pushing mode. Standing next to it will move it and you have to protect it from the dinos. But your opponents are on the map with you, pushing their own payload and it's here there is some decision making. You can go and attack them but your payload is less protected. Though they do meet in the middle so conflict will happen. Another little trick you have is once a match you'll have the ability to summon and control a dinosaur used to go and make the opposing teams life a problem. It's very clunky to use and quite easy to waste if you're not careful but it can be a tide turner. I'm not gonna say too much about the classes because it's one of those cases where if you've played Overwatch you know the deal. They're mixed up a bit but it's generally a familiar feeling game in this regard. What's interesting, in a way, is despite this ridiculous premise of fighting hoards of dinosaurs in a futuristic city is it does try and contextualise all this with an ongoing plot. You and your team crash land on an island where a chaotic AI is sending people back in time at the point when dinos appeared out of portals and destroyed the city (though at first they think it's a simulation). The AI is then analysing combat data and for what reason? I dunno yet. It trickles this out as you play since your team are analysing as well, to figure out what the hell is going on. I appreciate the commitment to the bit but it does lead to a problem of the game feeling too same-y since you're always in a similar urban area and there isn't much using the environment since it's a very grounded game and pretty close quarters. Add some spongy dinos to that and you end up in situations that feel really limiting. I guess it does feel like a game from a few generations ago. Its been making me think of Monday Night Combat, which is a game I've not thought about since then. That time early in the 360 gen where you had all these shooters with hoard modes. So I've been getting a nostalgic feeling I didn't expect but I don't think it's the kinda game I want to play to the extent it clearly wants me to. It's charming, and I generally enjoy it but... some multiplayer games don't get a playerbase when I can't help but think they should have. I don't think this is that. But this is just after a few hours. Maybe something will click and I'll see something special but it's not obvious from the jump, which you really need in a multiplayer game.
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So, this is the new game from the Civ and XCOM developers, Firaxis. Perhaps unsurprisingly then, it is a turn-based game. It's safe to say it's more closely aligned to XCOM than Civ though, but this has an ace (or many aces to be exact) up its sleeve that differentiates it from just being a Marvel XCOM game, and that's the largely divisive (from Previews) inclusion of Cards into the combat. As a result of the cards coming into play, the game isn't as rigid or locked into a grid like it is in XCOM, you're free to move somewhere within the little combat arena you're placed in once per turn, with certain placements being preferable, scoring knockbacks or environmental attacks. You can draw three cards per turn, but certain cards do get refunded as they're used up, giving you an additional card or two per turn, you can also redraw any card you're not happy with twice per turn. A lot of the cards so far are quite basic, in that they are 'standard' kind of slash/punch kind of moves, but they do come with additional benefits like knockbacks, chain attacks, inflicting bleed damage and the ilk, on top of these you've got ability cards which gives you and your team buffs as you fight and hero cards which are much more powerful and usually allow you to take out multiple enemies at a time, the kicker being that you need 'heroism' to use them, which is gained by taking out enemies. The enemies themselves have been fairly standard grunts for the most part, if you imagine the basic super soldiers from XCOM, then it's pretty much the same here, just they're now Hydra Soldiers. The bosses have been more interesting as they're now various Marvel villains instead of snake-creatures or something like they were in the XCOM titles. As established in the paragraphs above, the game shares a lot of DNA with XCOM, and that's no bad thing, the animations, certain effects you can pull of like the knockbacks mentioned earlier and the environmental attacks all look and feel very similar to XCOM but they've now got a more grandiose superhero sheen on them. You'll head out on missions from the 'war room' with yourself ('The Hunter') and two other heroes chosen at random to assist you. You'll about your task, fight a boss or retrieve an item at the end of it and then return back to your base. It's in this base segment of the game where you can see where Firaxis has been far more ambitious than their previous title. In XCOM, the base was an important part of the game where you'd build new sections, invest research points into them to help bolster certain specialisations, new weapons and all that good stuff. All of this DNA is contained within the 'Abbey' in this game, which is a huge Cathedral with sprawling grounds for you to explore to your hearts content, you explore this in 3D in your role as the Hunter, gone are the days of a 2D plain, seeing all your little soldiers move into their newly built wing. It's super impressive and such a great feeling 'base' right away that really makes you feel at home, all the segments you'd expect to be there are in their place but there's also tons of secrets to explore and a sprawling grounds containing blocked passageways which will likely reveal themselves to me later on. The Abbey has the feel of the School in Fire Emblem Three Houses or the Normandy in Mass Effect to it. This also takes inspiration from those titles in the new social links system, where you can sit down and hang out around the Abbey with your new team mates as you assimilate and get used to your new surroundings, doing so gets you friendship points which levels up your bond with your squad mates as the game goes on. I'm not too far into the game but I assume the more it goes on the more activities around the Abbey get unlocked and some of the more mysterious bits and pieces I've seen so far unveil themselves. The Abbey is the most ambitious element of the game and is almost a game unto itself, it makes me realise why it got delayed a few times. So yeah, I've loved my time with it so far (probably about 4-5 hours) and can't wait to play more, it's a real breath of fresh air compared to some of the other stuff I've played lately. To be continued and pics added.
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Ok, so I was burned out on the Assassins Creed series. The yearly sequels got me feeling pretty tired of the series. By the time 3 came out, I was pretty much done. I tried a few other games in the series after that point, but never really committed to them. Odyssey got me back into it, and what an outstanding game that was. So I was naturally excited for this. I’m playing this on my day one PS4. Naturally it will perform better on next gen. But having said that, I’m not disappointed with the way this looks at all. The game is absolutely stunning, and apart from the initial long load time, it runs pretty smoothly. I’ve seen video reviews of some hilarious bugs/glitches, but haven’t encountered any myself yet. The combat is a bit basic at the moment. Reviews have pointed out that it takes a few hours to unlock different moves and abilities. So I’m looking forward to that. It’s nice that you can respec your character at any time, so if you fancy a different approach that’s always an option. Wandering around the main settlement, I’ve found three mini games. One which involves out-drinking your opponent, one where you use poetry in a battle of wits, and a dice game which I lost horribly on my first attempt. There’s a micro transaction store (because of course there is), but thankfully it’s totally ignorable. You have to search for it yourself (no obnoxious daily deal prompts bombard you). And the vast majority of the items are cosmetic only. There’s no “pay to unlock XP faster” as there was in Odyssey. So although it’s there, it isn’t an issue. Usually in Ubisoft games, I like going to the Ubistore to unlock various exclusive bits. There’s very little to unlock in Valhalla’s Ubistore page. But again, not much of a complaint really. Definitely looking forward to sinking many hours into this.
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I’ve played this for 4 hours now. And the harsh reviews can honestly fuck right off. They’re way off the mark, in my opinion. Usually, Skill Up does decent reviews, but I don’t agree with his video review of this. He moans that unlocking “Knigthood” for all 4 characters is a massive grind. Is it bollocks. There are two ways to level up. All characters share regular XP, so you can freely switch between them. But each character has a 4th skill tree, Knighthood. This needs to be unlocked for each character, and you do so by killing 3 mini bosses, and solving 10 crimes. In my 4 hours, I’ve got Knighthood unlocked for 2 characters, and almost done it for a 3rd. The way he moans, it’s like it’s a huge chore. He also creams his jeans over Arkham Knight. Personally, I thought that game was boring as fuck. I’ve had more fun with this, than I ever did with that. I’ve also seen some people complain that one fight sequence has the rock remix of Livin’ La Vida Loca. To those people I say “Have you even played Saints Fucking God-awful Row?”. What a stupid complaint. Anyways. Combat-wise, this ain’t Arkham. There’s stealth takedowns, but I’ve not had opportunity to use them much. So far, there’s not the vast array of gadgets that Batman had in Arkham. But, each character has their own play style, and abilities. Robin has been quite fun so far. A lot of people got pissed off when it was revealed this is 30fps on consoles. I’m no graphics expert, and to be quite honest, I’m happy with how this looks on PS5. It looks pretty damn good to me. The story has been interesting so far, and it’s worth swapping characters, as they periodically have their own side missions, which further develop how they’re coping with the loss of Batman. So yeah. I’m having a great time with this so far.
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After falling off Final Fantasy XVI last weekend I've been putting a fair amount of time in to this over the last week or so... for the most part I'm enjoying it a lot. I'm not entirely sure what you'd class this as, real time strategy?... the only game I've played that's remotely close to it is Gears Tactics which was turn based this occurs in real time and only slows (or pauses if like me you prefer it that way and change it in the options) when you use skills. Other than that the marines will engage when spotted entirely on their own. I'm playing on normal and the game certainly isn't a push over... so much so that engaging the aliens should pretty much be avoided if possible and trying to be as stealthy as possible is the preferred method of advancing through levels. There's a lot of spinning plates to juggle in regards to the marines themselves ammo count, tools (for welding doors shut and unlocking encrypted doors), first aid kits and stress levels which can give you negative traits if they get too high. Marines can be wounded and require medical treatment which results in lost days, same with the negative traits these can be removed in the medical center but also cost days. This wasn't a problem in the early game but come mission 6 there's a kill clock introduced and a 25 day countdown to nuclear containment protocol... so that sucks. It looks fairly nice and the sound is great with all of the noise you'd expect... pulse rifles and smart guns sound spot on. Some of the marine sound bites play a little too often for their own good though. Unfortunately the games a little buggy at the moment too, to the point where the X button sometimes stops working altogether in-between missions (thankfully hasn't happened mid-mission yet) and sometimes the elevator prompts straight up don't work... quitting out and reloading generally fixes these though. Not my usual gaming fare but I'm glad I've given it a try... just hope I don't get sterilised via nuclear explosion...😂
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Bought this a while ago and finally found myself in the right mood to play it this last week. The synopsis for this is rather short: you play as Meredith, who travels to a fictional area in Oakland to simultaneously get away from her job for two weeks and step in for her father who's the local postman. In gameplay terms this means that you drive around and deliver letters and parcels, occasionally getting dragged into a discussion by the townsfolk who you can open up to and build relationships, of either the pragmatic, platonic or romantic nature. The way you handle these interactions does have consequences, but we're not talking Mass Effect here. There are no twists and turns and everything you do either results in people being friendly to you or not. It's a snapshot into a common, unremarkable life, not a blockbuster life-saving adventure. It's hard to talk about this without making it sound boring, but there is something in its monotonous parcel delivery gameplay that helped me unwind and refocus. I'm not going into too much detail about this in a topic about a game, but it did nudge me a little in a certain direction I've been thinking about recently in terms of where I am and what I'm doing with my life. It very subtly deals with issues like midlife crisis and burnout without ever mentioning either of these words. And some themes can hit close to home, depending on your circumstances – Meredith's boss calling her almost every other evening despite her being on vacation really rubbed me the wrong way, but for all the right (read: authenticity, believability) reasons. There are multiple themes like this spread across all those little interactions, from leaving old friends behind in search of personal fulfilment or even making new ones by discovering the next chapter in your life. I might be overselling the game a bit here, but playing it is less about the things happening on screen but more about those that it might kickstart outside of it. That's not to say it's a chore to play. The mail delivery part is roughly a third of what you do per day, with dialogue et al taking more space. It's here the game is at its best, even though it's hardly Shakespearean or anything. In fact, a lot of characters are somewhat stereotypical, but they are grounded enough to be believable and imperfect enough to be likeable. As mentioned earlier, your choices influence relationships and there are multiple endings to the game as well. It also doesn't overstay its welcome with its roughly 9 hour playtime – I played two "ingame days" per day for a week which felt like a good mixture. I don't think this is a game you should (or would) run through in one setting. Being an indie title, there's of course some compromises to be made here. Animations are very limited (the screen fades to black when entering/leaving a vehicle). Facial animations are barely non-existent. The visuals can look sublime in one instance, for instance when you see the sun shine through the leaves, but absolutely horrendous in other moments. But none of this really detracts from the experience. The voice acting, for example, is surprisingly strong, and easily bypasses the slight problems in terms of facial animations. There was one bigger point of critique that started taking shape in my head as I went on and that is the almost romantic portrayal of mail delivery services, which I know, both from discussions in my life and from reports of our local postman @OCH, is far from the truth. Thankfully, the developers do acknowledge this with a note in the credits, which I find really heartwarming and sensible. It's a difficult game to recommend. For me it was one of the most impactful titles I've played this year, someone else might just find it slow and boring. The surprising amount of positive reviews on the Xbox Store seems to indicate that it resonated with a lot of people though. I think it's still on offer at the moment, at least on Xbox. If not, it's on Gamepass IIRC (not anymore) and if just one line of this text block didn't strike you as boring I'd say give it a shot.
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Put about 30 hours into this so far. For the most part, it’s pretty good. I’m no expert in this series, I finished (and really enjoyed) Diablo 3 on PS4. I tried the Remaster of 2, but it played like arse so I soon gave up. I’ve gone with Barbarian, as I always enjoy being the “tank”, dealing out massive damage while taking a fair bit myself. The skill tree for each class is quite large, but also forgiving. If you don’t like a particular ability, it costs a minimal amount of cash to refund an ability, so you can try something else. One thing i will say, is the game isn’t great at explaining what things are, or what they do. Some skills/abilities use/give ‘Thorns’. I had to turn to google/YouTube to figure out what the fuck they are. Some treasure chests require a specific kind of key. Google/YouTube to the rescue again. There’s a fair bit the game just simply doesn’t tell you, and there’s no tutorial list/lore book that makes that kind of thing easier to find. Performance wise, it’s relatively stable. During the beta, the queue times to get into a game could be astronomical. I’ve not had an issue getting into a game, it usually takes less than a minute. What has been an issue, is constant crashing. Every now and then, I can be about to check the map, spend an ability point, trade in some gear. And the game just freezes completely. Resulting in having to shut the game down entirely, and reload it. On PS5, that takes less than a couple of minutes. And it frequently auto saves, so it’s not like I’ve lost tons of progress. But still, it can be annoying. Some sessions it doesn’t happen at all. Other times, it can crash 3/4 times in a couple of hours. Not sure if it’s just a PS5 issue specifically. But hopefully it gets fixed. Now, onto micro transactions, everyone’s favourite. The mobile version was plagued with absolutely shitloads of them. Thankfully, that’s not the case here. There’s the option of paying real money to unlock character specific gear. But you get plenty of stuff chucked at you without having to resort to that. The seasonal Battlepass hasn’t started yet, that’s apparently in July. For which you have to make a new character if you want to unlock all the stuff in it. Doubt I’ll bother doing that constantly, but I’ll probably run a Necromancer/Sorcerer for my next character. Haven’t finished the campaign yet, but think I’m not far off, I’m on Act 4. Oh, and you don’t unlock a horse until the start of Act 4, which takes quite a while.
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I started playing some of this. I'm definitely going to need digital foundry to hold my hand on what settings I should be turning on, the auto detect option on the game itself recommended I max the game out but that isn't happening. I figured I would settle for 30fps but the camera motion in this is really bad, it doesn't feel good. So I'll have to tweak that. Anyway it's very janky and hard to play so far. Everyone makes a big song and dance about DLSS but it dont play well with camera movement. I guess there is a hell of a lot of detail to be reconstructing all the time. Sometimes the game looks spectacular but sometimes I'm sort of finding it to look kind of terrible. Part of it is the game feels sort of weird. People phase into existence in front of you, cars render in front of you. Obviously there's weird shit with people t-posing but that's minor. At one time in a cutscene V was completely naked for no reason, that made me lol and makes me wonder if your model is always like that cause it's a FPS game and you can't see your tits or dick or whatever. Gameplay wise I find it hard to play and the HUD and text is such a bad clash of colours and design that I can't tell what's going on half the time or what the things I'm picking up are. This could just be the awkward teething phase but it feels kind of gross. The driving is also really swimmy. I mean I'm sure it gets good as you go in but yeah it's like kind of clunky in a really strange way. These guys did make The Witcher III I suppose. It feels like someone took Euro jank and gave it all the money but kept the jank. The game throws a million things at you at once and displays a bunch of info on your HUD that's hard to keep track of. It's not a very gentle easing into the world, it sort of just throws you in and you're constantly bewildered, well I am anyway. I'm confused. There's a lot going on here but it's not so much that it's deep just that there's a fucking lot of it and I can't be arsed to read it all. I played 3 hours of it, one of which was a big shootout. The shooting doesn't feel good, but it sounds good. Aiming is bad, there's a lot of control options to figure out so I will definitely be following whatever guide somebody puts up to fix the issues with it. Anyway it's cyberpunk, it does the Bladerunner thing. Pris is in it, sort of. That's what people wanted, a very Bladerunner-ey game. Except this is less chin stroking and more aggressive 90s Rob Zombie in your face all the time. Feels of an era This game is very hard to run, pretty much never see 60fps at the settings the game recommends for me. It's exactly the kind of game people were expecting, an absolute monster for both GPU and CPU. A new Crysis.
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Wow, no thread for this? I'm surprised. Been dipping and diving into lots of different PC games and struggling to find something that really grabs me. This is it, I think. I'm only about 90 minutes in, so far it's an adventure set in a dilapidated world that feels marked by communism, or on the verge of some sort of ugly class upheaval. You're a very hungover detective who doesn't really know what's happening but there's a case you got to investigate. But maybe the real thing you got to investigate is who you are and what has happened to you. Sound familiar? I really like it so far. It's basically just a game about reading lots of text so far and passing/failing speech checks. I don't really get all the systems yet, but it's like PS:T through the lens of Jack Kerouac or William S Burroughs. Absolutely fucked up and manky but very beautifully written heaps of text everywhere. The screen where they show you all your perks/specialities is so aggressively wordy. I don't know if there is actually any combat in the game because every perk seems to be based around some personality trait
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I'm surprised there's no thread for this. Ghostwire: Tokyo is an open world first person action adventure game. Obviously set in Tokyo, I think all in the Shibuya region. It means that it's not so oversized and it's a relatively interesting place to explore and pretty detailed. It's nice. Some kind of supernatural event has happened which has "killed" everyone but one of the things you do is harvest souls of the population to keep them safe while this event gets sorted out. But anyone who is roaming the streets are ghostly figures who need to be busted. You do this with elemental spells that have a number of different properties and are fun to use. "Ammo" for the spells is pretty limited and you can only carry so much but you can get a little amount back from enemies. It does mean extended fights require you to switch it up and try to use optimally. There are some stealth mechanics as well that help thin out a group if you can manage being a bit sneaky. This part of the game is pretty well done. You're able to do this stuff because you are possessed by the ghost of a guy who's history is kept secret so far. He does have knowledge of the supernatural and how to fight it so you share your body with him to help bust some ghosts. He's pretty entertaining in a gruff way as well so he's good company. Tokyo is really well realised, it looks great and the various ghosts, yokai and ghouls are really well designed so it has a unique look. Exploring is well rewarded but its weakest part is probably when you go high to the rooftops and the jumping around isn't great. You have a glide ability but what you can grab onto and mount is hard to judge and jankily implemented. It is the time the game looks and feels a bit rough. I've been enjoying it quite a lot so far. Unless it all goes wrong I'm happy to certify it a Cool Game.
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So after, what? 9 or 10 years Dead Island 2 is finally here and you know what?... I'm having a pretty decent time with it. The first thing I'll say is it feels like an Xbox 360 game... and it's a matter of opinion if that's a good or a bad thing. For me after Dying Light 2 tried to do far too much (in my opinion) having a game that just wants me to hit things until they fall over in a bloody mess is more than OK. The other thing I wanted to say is the opening hour or so is pretty bad... shit weapons that break way too easy and spongy enemies that hit way too hard... or maybe that's my own fault for picking the poor, frail girl character... who knows... anyway things liven up when you get your first real mission and access to a workbench. Anyone who's played the original games (or the Dying Light games) will feel right at home with the modding of weapons and such, electric swords and and flaming golf clubs... all that good stuff. The flesh system is really cool, thwacking a zombie in the face and seeing its jaw dislocate and detach is pretty mind-blowing and adds a lot to the melee combat (not found any guns yet) The other cool thing us being able to use liquids... I was doing a side mission and reached a part where ther was about 10 zombies banging on glass doors trying to get in... noticed a fuel can and explosive canister, picked up the can and poured fuel the entire length of the doors, hit the canister which ignited the fuel and blew out a window which allowed the zombies to walk straight in to my pre-made Inferno... no more zombies.😂 I've also just picked a perk for a pipe bomb... which is hilarious. Anyway, I like this game, admittedly I've only put around 5 or 6 hours in so far so we'll have to see if it can hold my attention but it's off to a good start.
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