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Found 80 results

  1. Hendo

    Dead Cells

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

    Bloodstained: Curse of the Moon

    So this doesn't even try not to be Castlevania. It's got the same intro screen and everything. Even the C in "Curse" is the C from Castlevania. This is proper old school retroness - 8 bit music, 8 bit graphics and 8 bit gameplay. If you've played any old Castlevania game you'll know exactly what you're in for and if you haven't you're a cunt and you should fuck off. You only get to pick Normal difficulty from the off but you get to pick between two gameplay variants. Casual in which lives are unlimited and enemy hits don't knock you back and Veteran which plays like the old Castlevania games and offers more of a challenge. You set off on your side scrolling adventure from left to right in control of (i forget his name). He has a sword and that sword has limited range and can only be poked in front of you. You destroy lamps (instead of candles) which drops mostly ammo for sub weapons but also yields hearts for health regen and cash for good old fashioned points! Although they are worth bagging as got an extra life at 20,000. I've only played the first two levels so far but each level has predictably ended in a boss fight. Upon defeat of said boss you unlock a new ally of whom you can control. You can switch between allies with the shoulder buttons and each has their own health bar for tactical switching. The first ally I got was a chick with a whip, a higher jump and a ground slide. This new ground slide technique is handy to go under things that the main guy couldn't (cos for some reason he cant slide). I noticed plenty of opportunities to use this slide on the first level so I guess at some point you can go through it with her, maybe after completion, i dont fucking know. She also has a different set of sub weapons also. I've just beat the second level boss and unlocked a third character so i'm gonna go try him out. The game hasn't been too tough so far, i'm yet to lose a life but I'm expecting that to change. I've enjoyed the music so far as well. Do with that info what you will.
  3. RoboticMonk3y


    So, Wanting to take a break from Destiny, I've had a go at playing Warframe on the PS4, and I have to say that so far, I've really enjoyed it. It's a 3rd person shooter, that feels part wat between halo and Mass effect. There's a (ludicrously expensive) paid currency if you want to go down that path, but everything is obtainable for free, you just have to wait for it. Has anyone else played this?
  4. Sly Reflex


    Moonlighter is a game about running a shop by day, and adventuring at night. That is the most basic way of explaining it without getting too complicated. You want to know more about it than that, so here goes, Moonlighter is viewed top down and is split into a few parts. There's a bit where you manage a shop and a bit where you go out adventuring to stock the shop with items to sell.. Lets get the fighting bit out the way first. There are 4 (maybe 5) dungeons in the game that work off tile sets and are randomly generated each time you enter them. You know the deal. The fighting is not complicated, there's a few weapons that you can equip, 2 at a time, and then go hit or shoot stuff. You can heal yourself if you have potions, as well as use and evasive roll which has a very large invincibility period. Killing enemies or opening chests in the dungeon has loot in them, or artefacts as the game calls them. It's these artefacts you sell in your shop. Except it's not as easy as that, because of course it never is. Item inventory plays a big part in this. Remember all those times you spent moving stuff about in Resi 4 trying to get everything packed in? Well, it's the same here, except it's got a different spin. Items from chests sometimes have requirements on them. They either have to be kept in the left or right of your bag, or the top or bottom. Now this doesn't sound too bad, but there's other items with arrows on them. You have to read the banner on these items, because it all comes into how you pack your bag. Some of them immediately destroy items if the arrow is facing towards and item, some items break an item they're pointing to when you teleport back to town, other can break if you take too many hits, there's an item that changes whatever is pointed at to the item it is so you can transmog a bit of junk into something nice and finally one where the arrowed item sends something home to your box back in the shop. Dungeons are split into 4 floors, with a boss on the fourth floor. They gradually get harder as you plunge the depths. You have a pendant that can teleport you back to the shop, however the deeper you go the more gold it costs to send you home. If you are caught short on gold you can also sell items to a mirror which you find when you go down a floor. You get a percentage of whatever the item you put ins worth. There's also another item called the catalyst which allows you to put a gate down and return to the point you're at for 2000 gold each time, although I'm sure this will go up as you get further into the game. This is a one use only, you have to pay each time, but I can imagine once you're rolling in it plopping it outside the boss door will be the smart thing to do. I think the biggest pain in the arse here is selling stuff to the mirror, instead of assigning it a button so you can send shit right to the mirror you have to directly drop the item in and it sort of feels like it was done with a mouse in mind and not a controller. It's easily patchable, whether they'll do that is another question entirely. If you do not survive the dungeon and your HP reaches zero, it spits you out. Any items in your bag are lost for good. However, items on the top line of the inventory are kept, so if there's something really important you need you can bring it out with you no matter what. When you're in town you have a shop where you can put the items on a table and open the doors. People come in and depending on how you've priced stuff will take of leave it. Occasionally you'll get a rich person come in that will buy inflated prices. More likely you'll get shoplifters who you have to apprehend once they've picked something up and tried to do a runner. If they get out the door your items are lost. What to do with the gold you earn from all this? There's a blacksmith, a enchanter, a trader, a decorator and a banker you can spend gold on to bring into your town. These all use gold and items found in the dungeons to craft and upgrade weapons and armour, as well as enchanting them. The trader can get you items at an inflated price if you can't find them yourself, and the decorator allows you to put RPG like buffs on your shop, such and making people move faster or tip more. The shop itself is also upgradable. You start off with a chest and a table with a bed to sleep in. As you progress you get more storage, bargain bins as well as more places to put decorative items that later the way your customers act. The bed gives you a set amount of HP above your standard health, I think it's bugged because it specifically says you get the buff after sleeping in the bed but you get it whenever you return from a dive. There's also cash registers that add tips to the base cost of an item which help mark up those items you cannot sell for a lot. There's other stuff in here as well, stuff like supply and demand also rear their heads, if you flood the market with a certain item people will refuse to buy it at a regular price. I think that's about it. In a way it reminds me of Rogue Legacy or The Swindle in that although you can die and lose your stuff, there's a part of the game where everything is still set in stone and is safe as long as you've banked it. Although I've not actually seen the boss of the first world I'm not that far off it, depending on how hard it is I'll have probably beaten it the next time I play. I'm wearing the thickest armour I can, I'm wielding the toughest weapons I can craft, it's just a case of getting to the fourth floor and giving it a hiding so I can get to the next dungeon and repeat until the end. This game isn't for everyone, but there's a select few here that would be all over it. It's also the type of game I reckon would play well on Switch.
  5. AndyKurosaki

    Onimusha : Warlords

    Well,this is a very welcome return for the Onimusha series. It’s been laying dormant for far too long (So has Dino Crisis,Capcom. Hint hint). So when it was announced that the first game was getting a Remaster,I was all for it. I absolutely loved these games back in the day,which was basically “Resident Evil but in Samurai times”. And the game has held up really well. The combat is simple enough to learn, one button for sword attacks,another for magic,one for blocking. Killing enemies earns souls,which are used to level up your gear. The graphics have been given a nice lick of paint, it looks good. Though as it’s a straight up port,there’s things to be aware of. Cutscenes are totally unskippable. Which wouldn’t be a problem,except for the infamous Water Puzzle section. Which puts you through 3 traps in a row,the final being a sliding tile puzzle,which are always a massive ball ache. Made worse here as you’re up against a time limit,and failing means doing the entire section again, after going through a lengthy cutscene preceding it. YouTube guides to the rescue for that bloody bit. It would have been nice to have some extra content thrown in,such as a history of the series,promotional material,stuff like that. Something like the effort Capcom put in to the Street Fighter Anniversary Collection last year. And it’s a shame it’s only the first game,rather than all 3 in one collection. But I’m just glad to have the series back. And hopefully we will see more of it in the future.
  6. Blakey

    Xenoblade Chronicles 2

    Made a start on this yesterday, but managed to put about 3 hours into it today. It really eases you into things, the game starts out really slow and for the first couple of hours I was just exploring the Trading Guild. You can't do anything else but chat to folks whilst you're here, you can't even shop at the many stalls until you progress the main story enough. Every few steps the game will pause and explain something to you. There's a brief Battle guide right at the very beginning then all through the Trading Guild segment it is explaining how quests work, what certain markers mean, how you can look up the controls, how to dive for salvage, stay at Inns and find treasure chests and shit. I do like how they've done this but I still couldn't help but be bewildered by it all, there is just SO much information to take in, it feels like you're reading a 10 page instruction guide at times. The tutorial stuff and information overload continues with the Battle system explanation. It explains the basics at the beginning, sure, but it gets ridiculously complicated the further you get into the game, drip feeding new mechanics to you as you reach certain story sections. It does this to avoid bamboozling you, but doesn't quite achieve it as I'm still confused about what certain combo's do and how to get various meters up - and keep them up - at the right times. It's a long-ass game though, I'm still in the tutorial almost 4 hours in, and I'm sure it will all become second nature, but at the moment it feels incredibly bewildering. The first thing I noticed about the game is the music - it is phenomenal. Just running around the trade guild there's a certain section on the track where some wind instruments come in that almost made me tear up a bit, and I was just running around the damn trade guild! The combat feels very simple at first, but gets more complex the further I got into the game, by the end the strategies needed will be pretty damn complicated I'd imagine. It auto-attacks enemies with you pressing some of the face buttons to do 'arts' which are like special attacks, once you get a 'blade' you can do blade arts, blade combos and stuff and there's a party meter up the top left which if you fill up you can do some gangster chain attack or something? But yeah, I still can't quite get my head around all that yet and just push buttons at random when I think I can affect a fight, all the enemies are very easy so far so I haven't had any issues doing just that. A lot had been made of the voice acting - I did download the JP voice pack, but have stuck to English for now - but I think it's all rather excellent really. The lead character - Rex - speaks with a midland-ish accent sounding a bit Yorkie at times, there's other characters which sound typically American anime but there's one other girl that's Welsh which I just absolutely adore the accent of and quite a few different Scottish accents. Most of the NPCs seem to have some variety of UK accents too. The writing has been pretty good so far, very Japanese/anime, but pretty decent all the same. The story purposefully starts off really slowly, but the end of Chapter 1 went fucking batshit crazy, it was like the finale of some other games I've played in the past, some truly crazy shit goes on there. I can't believe I ended up weeping just in Chapter 2 Don't want to ruin anything, but yeah, it sets things up perfectly, and ramps the drama up to 11 right out the blue, there's a mystery to the world and story already that I want to poke and prod at more. So yeah, I do like what I've played so far but it still feels like there's so much information I need to digest before I can feel fully comfortable with everything. It's damn beautiful too! I think this is the first game on Switch that I feel a bit reticent to play in tabletop mode. I still think it'd be great but to be able to appreciate the size of these worlds, see all the text and HUD info I kind of think you need to see it on a TV. Pics:
  7. Hendo


    Super hard indie platformer? Count me in and watch as I never complete it. This is made by the people who made Towerfall and although it is 2D and retro styled, it’s a completely different thing as it’s a single player game, more like Super Meat Boy. There’s optional collectibles (strawberries) but the thing I find concerning is part of it is gated by other collectibles. Featured in this video by Dunkey: I’m on the third chapter and it hasn’t been too difficult so far but I can see where it’s headed.
  8. Nag

    Dragon's Dogma : Dark Arisen.

    Playing through this now, its great.... put a fair few hours in already and it feels like i've barely scratched the game.... its abit too easy to lose a decent amount of gametime due to the (overly) harsh/shit save system though.
  9. Hendo

    Super Smash Bros. Ultimate

    Yep, it’s definitely a Smash game. Played a little bit last night and a couple of hours today. Unlocked Sonic, Inkling and a couple of others I think. Inkling seems really fun, and plays like you’d want a Splatoon character to play. You have an ink meter that will run out as you chuck ink about and you have to turn into an octo to get more back (down and B I think shield and B). Also made a Mii fighter and obviously I’m going for the most ridiculous I can make it so far. So a bear head and maid’s outfit is the current look. The amount of stuff in this game already, how it got made and how expensive it was, I’ll never know.
  10. Sly Reflex

    Into the Breach

    Into the Breach is a game that came from the FTL; Faster than Light guys. Instead of being a grid based real time strategy you can pause and plan out your course of attack, here we're in 3D isometric land where everything is turn based. Also I don't think this is a rogue like, or from what little I've experienced it's not show that hand yet, if it does happen to have some randomness to it. The game plays a little bit like the old turn based war games, if you've played Advance Wars or Fire Emblem you'll feel right at home here. However there are a few differences that sort of make this game unique. The first one is that you only get 3 units. You get a big walking tank that can punch things. You get a standard tank that can fire on anything as long as it has line of sight on the target and you get an artillery that can do indirect fire, helping it arc shots over terrain, but also making it so that it can't attack things directly next to it. So far, so vanilla. The biggest difference is that the way these pieces move and interact with the bad guys that pop up on the map. For instance all the units you have at your disposal can push back enemies a square. This comes in very useful, because if something happens to be in the tile where they would be knocked into, that tiles occupant takes damage as well. Remember this. Another difference is that after each turn the enemies show you directly what they're going to attack. This is where the pushing mobs about the tile set comes important. Sure you could use a tank shell to hit that big enemy up the arse, but that's going to push him right onto the city and give him what he wants anyway. The idea is you read what attack are coming and use this pushing system to save objectives and your own armour. Placing your guys in positions that leads the enemies into grouping up so that you can push them into each other and mountains to hurt them or even get them to attack each other is part of the strategy here. You can also instakill any ground based enemies by pushing them into the water. The final big difference is that the fight you are taking place in only lasts a set number of turns, usually enemies burst from the ground each turn, you are thoroughly outnumbered and the general gist of the game is to survive. You have limited resources and it looks like you're just meant to cling onto the objective before moving onto the next mission. There are sub objectives, some of which say you can kill all of the enemies, but for the most it looks like you'll be keeping the wolves from the door before being whisked off to deal with the next insect eruption. Because of the nature of the skirmishes taking a few minutes before you're moved on it makes an ideal game to play when you've not got much time, I can imagine this being a really good phone game for that reason. Not to say it's without depth because of that, there's going to be plenty of head scratching trying to work out how to smash the fuck out of the attackers without them destroying your buildings and setting everything on fire. It's going to be one of those games that's deceptively simple to grasp but really difficult to master. It's left a good first impressions, maybe not quite as captivating as FTL was when that originally hit, but I think most people will really enjoy it if they're into turn based strategy.
  11. illdog

    Donut County

    Odd that Blakey just posted a picture in the Latest Purchase thread as I just finished this myself today. Its only a couple of hours long. The immediate comparison in my mind was Katamari Damacy where as you move something around and as you add to the thing you're moving it gets bigger. In this case it's a hole. The more that goes in the bigger the hole gets and the bigger the things you can swallow. It's more set pieces in opposition to Katamari's sprawling playscape and Donut County is much more story driven. Its about a racoon called BK and his pal, a young lady called Mira. Using an app on his phone that controls the moving hole, BK has basically swallowed up the town including himself and Mira. Turns out the Earth is hollow and all the townsfolk have gathered together underground to try to figure a way out. The levels you play are flashbacks leading up to the current event. In the levels themselves you move the whole around, swallowing things up. Each level is split in to little areas and sometimes the hole size resets, depending on the goal. Also there are puzzle elements. Like in the second level you need to launch a hot air balloon by swalling a flaming kiln. The hole then emitts hot air so you can lift the balloon and end the level. It gets more complicated than that obviously but you get the picture. BK the racoon is quite funny, he's a selfish cunt to comedy effect. The games humour continues in the Trashapedia which is basically a log book of all the shit you pick up with amusing(ish) descriptions. So yea, its nice. Looks nice, nice music. You know, nice. It's just quite short. I liked it though, my kind of game. Nice.
  12. Hendo

    Puyo Puyo Tetris

    I just realised we don't have a thread for this. It came out in Japan in 2014 but only came out over here last year. As you can see by the tags, it's out on pretty much everything bar PC. For anyone that doesn't know, Puyo Puyo is Mean Bean Machine and it mixes that with Tetris. The game modes are insane. You can play against people playing one style while you play the other one (or the same if you like), you can play a weird hybrid mode where the two styles are combined and you will get Puyos and Tetris pieces in the same zone, you can play an alternating mode where you play one style for say 30 seconds and then it switches to the other style, or you can play a puzzle mode where you have to fill in certain puzzle shapes. I played quite a bit in multiplayer over the Christmas break and it gets really fierce and fun. I wouldn't recommend playing online against randoms because fucking hell. You can view replays of other people playing and they are like machines.
  13. Blakey

    Mario Kart 8 Deluxe

    Wasn't sure whether to create a new thread for this or put my thoughts in the original MK8 thread so I'll put my impressions here for the time being, mods can merge with the original thread if they'd rather Been playing quite a lot since I got it on Friday, exclusively Online Race. Played for 2-3 hours on Friday with the old man, another few hours later in the evening, more the next morning then I played it drunk when I got in last night So yeah, haven't been able to put it down for long truth be told, that crack level addictiveness of MK is definitely still here in spades, constantly find myself saying 'just one more race', 'must end the session on a high' and things like that. Been tougher than expected to get into the swing of things, took me a hell of a long time before I eventually won a race, was usually running 7th-10th (playing it drunk doesn't help things either) but seem to of got better today and have been finishing 1st-4th most of the time. Not tried the battle mode yet to be honest, don't remember playing it much on the N64 so I'm not sure whether I'll like it or not, will give it a go but race will always been my main priority. The new tracks are all decent but not overly impressive apart from the Zelda and Excitebike ones, absolutely love the Zelda one with the rupees instead of coins, master sword jump and the little sound effects throughout the course, the others haven't really impressed me though, good but not great, may need to race on them more before I get used to them though. As far as negatives go, had lots of issues getting disconnected from races, changed my DNS settings and that seems to of rectified the issue, unfortunately I'm not able to join friends games though , just gives me a 'couldn't connect to users console' error message so that's been quite annoying.
  14. Whiskey_chaser

    Yoku’s Island Express

    After seeing a glowing review at Eurogamer I thought this would be a nice counter game to the gritty/bleak violence of God of War, and an excuse to pry the Switch away from the kids. You have to bare with me on the premise - you play as a dung beetle who's the new postmaster on the tropical island of Mokumana, who's guardians are being attacked by the 'God Slayer'. After meeting the previous postmaster, your given a postman badge and told to go meet some fellow further on in the island. Navigating the island is a joy, you push a ball (of what I hope isn't shit) about in front of you and there are numerous pinball flippers around that you activate with the L and R triggers, launching you all over the place. You meet various strange characters and creatures along the way, who give you challenges and rewards. One example is having to find six soot balls in a lighthouse, with the lighthouse essentially being it's own pinball table. Completing these tasks gets you new abilities granting access to other parts of the map, a la Metroid/Castlevania. The art style is great, the music is fantastic and it's a joy to play. All in all, well worth the £15 entry fee.
  15. Blakey

    Pokémon Let's Go, Pikachu/Eevee!

    Picked up the Pikachu version on Friday and put in about 5 and a half hours so far. This is the first Pokémon game since X/Y on the 3DS years back so I've been away from the series for quite some time - partly due to believing the Stars Switch rumours that never came to fruition. So far though it's been nicely familiar. I think what has surprised me most is just how much of a Remake to Red/Blue/Yellow it is, that may sound a bit silly but in my mind I was massively downplaying the Remake factor of the game, just expecting it to be so vastly different thanks to the 2018 visuals that it would feel like a completely different game. But it doesn't, and that's great. It has brought back memories already, the songs that play, Team Rocket, Misty and Brock, early areas like Mount Moon, Professor Oak and all that good stuff, it has brought back some fond memories that I didn't even know were still swimming around in my head and does feel in lots of ways like a very authentic remake of the original games. The much publicised changes to the formula though have been divisive among long term fans. As I've spent a number of years not playing a Pokémon game I was always willing to overlook a lot of these changes and embrace them purely because I just wanted to play through and experience another Pokémon game again after all this time. You know what though, I actually really dig a lot of the changes they've made. Being able to see wild Pokémon in the tall grass means I don't have to waste time engaging in random battles with shitty Pokémon I'm not interested in - or have already caught - and can just spot which one I want in the tall grass, run up to it and capture it. There's no random battles with Pokémon in this either which is a bit strange at first as I'm just so use to having to battle/run from random Pidgey's etc. At the start of the game. In this though all you can do when you encounter a wild Pokémon in the tall grass is attempt to capture it. The capturing mechanic mimics the Pokémon Go mechanic of flicking your finger to catch a Pokémon. But now you flick your wrist with the JoyCon/Pokéball Plus into a circle on screen to capture the Pokémon in question. You also have a variety of berries you can feed a Pokémon in order to make it easier to capture them - a coloured circle denotes the difficulty of capturing a specific Pokémon. The new capture mechanic puts much more of an emphasis on capturing Pokémon rather than just using them to grind or level up. With only the original 151 Pokémon in the game it means for the first time ever I can realistically hope to fully capture all the Pokémon in the game and fill in the Pokédex. Everything else though is still remarkably similar to the mainline Pokémon games of old, the trainer battles are similar to X/Y, the Poké Marts/Poké Centres work just the same as you'd imagine, there's TMs (although I believe they no longer remove obstacles in the environment) and the whole game doesn't feel so vastly different, it feels like a Pokémon game - just with a few bits and pieces spiced up - and that's great. Playing with the Pokéball Plus just makes it even more of a blast too. It's smaller than you expect and features an analog stick on the side - which you used to move your character - along with a hidden button on top the lets you cancel things and access the in-game menu. When you capture a Pokemon in a Pokéball just the act of virtually throwing an actual ball at a Pokémon is just cool and feels great, similarly when you catch or fail to catch a Pokémon all the lights and sounds that are emitted from the Pokéball just makes things feel that little bit more immersive and invests you a little more, it just feels cool and a little bit more like you're a Pokémon Trainer, there's just an inherent childlike joy from using it. It's just so jolly and relaxing to play. You can play with one hand (either JoyCon or Pokéball) and just sit back and stroll around a Route/Dungeon/Town whilst watching TV or something, hearing the charming music playing along and having an absolute blast. If you like Pokémon games I still think overall not a massive amount of things have changed, but what has changed spices up a formula that had long grown a little stale and injects it with a little bit of innovation and originality.
  16. Blakey

    Sonic Forces

    Started this earlier. Put in about 2 hours and I think I'm 2/3 of the way through it It is definitely not the longest of games that's for sure. But you know what, it's actually quite fun. The story is hilariously po-faced. It's deadly serious, you have all Sonic friends in there (no Big the Cat though...) and they're all talking to one another like a bunch of cool animal pals, but also forming a deadly serious resistance against Eggman's forces who've taken over the World. It's nonsense and I can't take it seriously at all, at least they tried, I guess? But yeah, the levels themselves are pretty cool. You have the avatar levels, classic sonic levels, modern sonic levels, modern sonic + avatar duet levels and bonus stages. Avatar levels you can use a weapon - by pressing ZR - which allows you to plough through hordes of enemies, you also have a grappling hook which allows you to swing from hanging sphere to hanging sphere to get through a level. Classic Sonic levels is basically old school Sonic stuff like from Generations etc. no lock on, no boost and a bit more platforming. Modern Sonic has all that boosting, lock on, grind rails and more of an emphasis on speed. Lastly the Sonic + Avatar duet levels are like a mix of the Modern Sonic and Avatar elements mentioned above, you both work in tandem boosting through enemies, using the grappling hook and weapon, there's even this cool double boost thing which sends you into a batshit crazy-fast run but that's been pretty rare. The environs are classic sonic fayre, there's a chemical hill zone, a green hill zone, a casino zone and a zone that looks like that one from Sonic: Lost World - Mystic Jungle or some shit? They get repeated way too often, there's been some stages where I've had a double take - wait, I've been here before? - but you just kind of go with it and it'll always have some new spin to it or slightly different course. This may sound like sacrilege, but I always liked Sonic for the speed and not really for the platforming. This succeeds at that in spades, whenever you're boosting down a level, grinding on rails or generally going incredibly fast then it's an absolute ton of fun, it can't help but put a smile on my face. So yeah, very much in the Sonic Adventure mould, but less ambitious than that I'd say and at least you don't have to do fishing with Big the fucking Cat, so there's that. But yeah, it's not fantastic by any means, but if you can get it cheaply enough it'll give you an afternoon of fun at least.
  17. The reviews aren't lying. This is without a doubt fast becoming my favourite Zelda game of all time. The very first mission you complete for the old man is in itself a sprawling adventure despite never leaving the starting area. I don't want to say much because spoilers but I'll lay down some control impressions. At first I could see why people felt they would need a pro controller. The joy cons feel small and it's jarring after having a dualshock in your hands. However the controls were never problematic and after an hour of learning the buttons I was able to do everything I needed without a second thought. You do not need a pro to play botw any better than you can with the joy cons. The system itself works as has been shown for almost 2 months now. Everything is clean and crisp. It's lacking Nintendo charm to the ui that both charmed and put people off the system but there's still no doubting this is a Nintendo product with the little touches it has. Screen shot works great. Much much faster than ps4 as is going from the home menu to back to your suspended game. It's immediate. Images below are from my gameplay. Finally I was worried Zelda might look a bit jaggie on my large screen much like the WiiU did but I'm happy to report it's actually more gorgeous than any stream I'd seen. Now if you'll excuse me I have a plateau to leave.
  18. DifferentClass

    Battle Chef Brigade Deluxe

    This is an odd one. It starts somewhat typical; you play as a young woman called Mina who is fed up of the small village she lives in and wants to go out and explore the world. What makes this a little different, for video games at least, is she wants to do that through cooking. But being a chef in this game's world is a little more exciting than it is in reality. The general gameplay goes like this: Next to the kitchen where you cook the food there is an area brimming with monsters (oh yeah, you're feasting on monsters in this world, too) and you go out chop them up into tasty little bits using a combat system which is maybe more versatile than needed. Rather timely it is very Smash-like: a direction with an attack gives you a move with its own properties (launchers etc) and you have special "magic" moves also tied to a button and direction. But these can be chained together too. It's not to serious about its combat but I do like to launch them, combo, teleport behind them and combo more to keep them in the air. It's fun but kinda needless as you do just need to be killing things quickly for their tasty bits as you are timed. When you have enough bits you put your spoils in the pantry and start cooking. This is done through a match three puzzle game. And this is where it gets surprisingly complicated. I'm not gonna go into it too deeply because I'll be here all night but each ingredient contain either two, three or four Bejeweled gems (lets just call it what it is) and chaining three together intensifies the taste, where it turns into a different gem which can be chained again to intensify the flavour further. But there are so, so many additional mechanics as the game moves on. Different pans can alter the properties to how things are chained. The story factors in too. It's very Monster Hunter in it's story as it adds a plague to monsters to add some stakes (or steaks! lol! *dies of comedy abuse*) to keep things from being too twee. Ben will hate this game. It'll make his teeth itch or whatever. But what the plague does is add further mechanics as you'll have to deal with eliminating poisons and dealing with taste gems that break down and disappear. It's generally well acted, especially by the lead, and kinda funny at times. It's a pretty game too with its hand drawn backgrounds and animations. It does repeat its areas bit but I think its just a function of the insular, low-key story its telling. I've been enjoying it more than I thought I would. I know back in the day there was that platformer puzzle game on the DS that was like this a few people here liked. I think this could be good for those, too.
  19. Started this today, put in about 3 hours. It left a hell of a first impression I must say, absolutely loved what I've played so far. I played 2014's The Stick of Truth and whilst I thought it was very good overall, it lost its way towards the end for me and became incredibly repetitive, leaving a sour taste in my mouth as I limped over the finish line. Being a huge South Park fan and seeing an idea like that executed so well and with all the trademark humour and lore established in the show translated into the game flawlessly was fantastic. Being able to go around South Park and explore every nook and cranny of it, finding chinpokomon and all sorts of mad side quests, it was really cool. But towards the end it became real repetitive and a lot of the reason for that was the combat. It was enjoyable for the most part and quite a bit of fun but towards the end where you're put into challenging fight after challenging fight it felt like a real slog. It just felt too basic for me after x number of hours, it didn't feel as deep or tactical enough as I wanted it to be and just became a chore. Fast forward to 2018 when I finally get round to playing the second South Park game, The Fractured But Whole, and I was somewhat trepidatious as to what to expect. Even though it has been over 3 years since I played the last game the finale left such a sour taste in my mouth that I really didn't know if I was going to enjoy this or not, I thought it would just be more of the same and with Ubi SF taking over development duties I just didn't know whether it would have as much charm and humour as the original game. Thankfully - as mentioned at the introduction, the opening 3 hours of the game I've played today have put all my worries to bed. It has just been an absolute joy to play in every regard, exploring the town again, speaking to all the characters around the town that we know and love. It's just great to be back in South Park again. Probably the best aspect for me though has been the ability to open every door on every house or store and look in a hell of a lot of cupboards for loot, it is just incredibly addicting in a Fallout kind of way, I can't remember an awful lot from the first game apart from the ending, combat and the abortion clinic so I don't remember the first game having this level of loot to find. I remember going to people's housing and exploring the town - looking for chinpokomon especially - but yeah I don't remember there being this level of reward for looking in every draw in a house or store. Another aspect is the little puzzles you come across, some have that metroidvania element to them where you haven't got a certain ability yet so will have to come back later to get to the chest/item just out of reach in a particular locale. That level of exploration, exploring the town and encountering all these little side quests you can pick up like discovering who key'd Randy's car at night or speaking to Morgan Freeman in the Taco stand so he can teach you how to Craft bits and pieces. There's a ton of collectibles too, but the main ones I've found so far are these Japanese-style art pieces called Youi or something like that which are a bit anime looking and quite strange. One of the other new elements is the 'Coonstagram' stuff which encourages you to take a selfie with everyone you can see so you can get more followers - and unlock more missions down the line I presume. So there's another puzzle element of getting someone to have a selfie with you, sometimes it'll be something simple like buying stuff from a vendor but other times you'll have to help Jimmy finish a school project or something like that. There's also this artifact system where you can equip one into a 'hero slot' on your character and it'll give you and your team some kind of boost in combat. Most hilarious one I've found so far is a buttplug I found in Big Gay Al and Mr Slave's house that gave me +35 'might. You can find costumes all over South Park too - of course I got the AC costume with some uPlay units though The aspect that has impressed me the most though and is the biggest improvement from the original is most definitely the combat. I don't remember it especially well from the first game but here it feels SO much deeper and a hell of a lot more tactical with the new tactics grid. The grid enables you and a bunch of enemies to move about turn by turn, using different x, y, x or a abilities but all the abilities require a certain placement in order to attack multiple enemies or knock an enemy back into another for a bonus. A lot of abilities cannot be activated if the targeting square cannot reach the enemies square so placement on the grid itself is key. As well as this there's numerous ailments to consider and AOE damage when certain enemies die, you still have a timed element by pressing A at the right time when taking a hit or doing a move - which fills up your Ultimate meter quicker - but it doesn't seem as full on as the first game and the tactics grid makes everything feel much clearer and less simplistic if that makes sense. A bit more side-scroll XCOM-lite and less Child of Light if that makes sense to anyone So yeah, I really didn't expect to be as impressed as I am with it but it's safe to say it has got me hook line and sinker, cannot wait to dive back in tomorrow. Some pics:
  20. one-armed dwarf

    Civilization VI

    I couldn't find a thread for this so decided to make one, a mod can merge or delete if it's an issue I'm in hospital recovering from spine surgery and my parents picked this up for me, it's the perfect game for post-op convalescence I think as the games take ages and it's all careful menu based stuff. Also I can't play that goddamn Pikachu game cause of the motion throwing 😠🤒 Had a go last night but found myself quickly getting myself into a housing crisis and a frustrated populace annoyed at lack of amenities. Then the fucking Aussies came and invaded my stagnant civilization and that was that. Started again now as Japan, trying to invest a bit more in culture and keep growth within bounds that can be supported. But now barbarians are taking advantage of my lack of military investment So it's still Civ and it's still very compulsive and addictive. The switch interface is very confusing at first but I think I've got it now. It seems to take a while to calculate turns so it will be interesting to see how it holds up in larger games with loads of civs It doesn't have online multiplayer it seems like.
  21. Sly Reflex

    Rocket League

    Tonight I'm going to try this now that the server kerfuffle has seemingly passed. Can we get enough to fill a 3v3 game? Nothing serious, rotate teams after every game unless it becomes one sided. It'd be nice to get a bunch of us on and talking to one another, it seems to be ages since that happened last. I'm looking at around 7 or 8 for kick off until whenever people get fed up and leave. Who's interested?
  22. Pikman

    Stardew Valley

    Is there really no thread for this?! I started it last week. Still milling around and exploring and I am a few in-game days in. Usually running out of energy by 9am and left with little to do for the day. So far I found a couple of ways to avoid this and so spend a lot of time fishing and wondering if I should really just turn it off and do something else with my life It seems like a cute enough game, not like what I remember of Harvest Moon A Wonderful Life, man I loved that game. I can't decide if I like it and am also looking back to playing more. Time will tell.
  23. Blakey

    FIFA 18

    Managed to put a little bit of time into this this morning. I am absolutely staggered at how good it is for now. Bearing in mind I've not played a mainline FIFA since '14 or '15 this just feels exactly like a mainline FIFA game, doesn't seem to be any compromises at all, feels like the real full-fat FIFA experience to me. I was playing in Docked mode in 1080p and it just felt exactly like I remember FIFA feeling like when I played the last on XBOne/PS4 in the past. I only thing I really noticed as 'missing' is the PL-partnered presentation over the matches, instead they use that older more blocky style that was in place before 2016 or so, I only knew this having watched some FIFA 16/17/18 preview videos but as I haven't played one for a while, again, it felt just the same as I remembered and lets be honest, it matters very little. Only had time to mess around in the menu's, do a bit of team management and controller setup and do one online game. Looked through all the menus and everything looked like it was in there to me apart from the single-player story thing that they came up with last year, didn't touch FUT yet so don't know how many packs you get to start with or anything but yeah that's definitely a huge inclusion right there, will have to have a word with myself to make sure I don't buy too many packs The game itself felt just like FIFA really, more fluid than I remembered maybe? Some of the technical little touches you could do, being able to lean in and shoulder-charge players off the ball and things like that felt new and the ball/player physics felt way easier to zip the ball around in, less glued to the feet than when I last played for sure. It will definitely take me a while to get used to the controls again, I'm so used to playing FIFA on xbox/PS controllers that learning to play on Cradled JoyCons will take a bit of time to get used to, it feels great to play though, just got to retrain my brain to the new face buttons. I'm quite pleased I didn't lose my first game online though despite a hell of a lot of wrong button presses! I'm sure it'll come back to me.
  24. Hendo

    Super Mario Odyssey

    This might have passed people by, but this charming indie game came out today. Played up to get the ship going so I’ve inhabited a couple of cool enemies so far. Not really spoilers considering how early it is and what has been shown. The frog is a bit of a mental jumper, the chain chomp is a cool mechanic but the dinosaur is just pure mayhem, wrecking the place at will. Controls work well, the motion stuff is a bit annoying. It remains to be seen how important that will be.
  25. spatular


    I don't know anything about the main game mode, only played the free battle royale rip off mode. Played that mode loads. It's a rip off of that playerunknown battlegrounds (pubg) game, I'm not too up on that game but the main differences I think are that there are no vehicles in this and you can build stuff in this. There's some controversy about ripping off the idea, and maybe some other stuff, I'm not sure really. I guess the first copies of something popular always get more stick. On the plus side this game has sold me pubg and I'll be getting it on Xbox. Anyway back to fortnite, I think it's great, especially in a team, you start in the party bus with about 100 people with only a pick axe, look at the map, pick a spot to drop in, if there's people going to the same place do you try to get there first and get a gun and fight straight away, or divert to somewhere else. the map constantly shrinks in size as the storm covers the island, loot is random. I prefer to start near the outside in usually less populated areas, running in with the storm there's less likely to be people behind you, but you probably won't get as good loot as if you'd gone to a town. When you see someone do you fight or hide, there's constant decisions like this going on, it's always different and often cool stuff happens. when you get to the end do you build a fort or try and hide. I'm not sure I'm really explaining it very well but then apparently loads of people watch pubg on the internet so everyone probably already knows. I think my friend said this, it sums it up well saying it's a bit like playing a zombie/apocalypse survival film. The building works well too, you can get some really impressive structures people have built at the end. Anyway yeah it's really good, especially for free. Anyone else playing it? Oh yeah I think I should give them some money, but currently I don't like any of the outfits and they're about a tenner each or something, which puts me off, if it was maybe a pack of 5 for £15 or something, and I liked a few of them, I think something like that I'd be much more likely to spend.