-
Posts
5797 -
Joined
-
Last visited
-
Days Won
38
Content Type
Profiles
Forums
Blogs
Everything posted by Wormerine
-
Yup. Same. Little social life, so I watch films or game in my free time. speaking of which: Jusant. It’s pleasant, though I wasn’t too blown away by it. Story relies a bit too much on written notes, and it is just not enjoyable way for me to absorb the narrative. Climbing is enjoyable, but almost a walking simulator. It is a bit more involved when it comes to player input that your usually climbing in games, but not in actual mechanics. Some clever ideas here and there, but as didn’t find it to be particularly interesting in itself. It’s still autopilot, but you press two buttons intermittently, instead of holding forward. Like a Dragon: Ishin! It’s good! Probably my 2nd favourite Yakuza game, due to change of the setting, though I also fought it was somewhat more sloppy than the usual fare. Map is more stretched out, and mini games more seperate from the main map - I found myself having to consciously engage with side content, while usually Yakuzas are great in drawing you in, as you go around your business. Main mini game (managing your homestead) ends up being tedious - you farm and cook stuff that you can later use or sell. However cooking comes with its own mini game. It’s fun at first, when when you get order for 10 meals, it’s stop being fun. I think there should be an upgrade to skip the mini game once one progresses. I also found fighting styles to be uneven. There is one which is pretty much better than anything else, and one which is completely useless. I have been tempted to play cyberpunk, so I decided to give a replay to a better version of it: Deus Dx (Mankind Divided as I played it only once). It’s still a flawed sequel, but I am enjoying it more 2nd time around.
-
The last hurrah from Mimimi games will be out on Dec6, in form of a double DLCs for Shadow Gambit adding a new mini-campaign consisting of 6 new missions total. Both DLCs will introduce a new playable character and island each, and they will integrate with the base game (so new characters can be used for existing missions).
-
It’s perpetually in my “to play” folder. All that tall made me dip into Talos Principle1. Not feeling it right now. I find puzzle games difficult to enjoy. It feels you need to slog through a lot of tutorial before you get to do puzzles (though to defence of Talos they already introduces stars, that seem to require thinking to get!). Still, rather well designed so far. I plan on sticking with it, as I can see it getting great later on.
-
I mean... I did. It's positive, while acknowledging game's shortcomings (story problems, neven companions, lack of difficulty, Quality of Life features, apparently ongoing technical problems in act3). Mostly interesting, as he did beat the game multiple times, with each origin etc. so it's nice to see feedback on individual characters as well.
-
-
I think it's apt criticism of the accessibility of the genre, but not necessarily apt description of the game itself. There is definitely strategy in RTS, but one needs a high degree of manual competence and even matchup for it to come into play. From my time with Starcraft - yes, most games came down to who was more manually efficient at managing macro. That's why I do think turn-based system, that erases gap created by real time interactivity, is a more "pure" strategy experience, but I do find a lot of joy in the hybrid RTS experience.
-
I can add to the recommendation, though it's been some time since I played both, especially KOTOR1. Neither of them are flawless but I found enough charm in both (though of different kind) to enjoy each. From Star Wars: I adore Jedi Outcast and Jedi Academy. Fallen Order and to lesser extend Jedi Survivor are also decent. If you have a joystick Tie Fighter/Xwing games are StarWars peak.
-
I am completely unfamiliar with those, so can't comment. I think a game can have same elements as Disco and not be roleplaying game, if roleplaying isn't a central focus of the game (and by roleplaying I mean being encouraged to think and make decisions as to who your character is and what he/she thinks - not just inhabiting a set in stone character with occasional branching story choices). For example Pentiment has some light RPG elements, but those are infrequent and just aren't impactful on the experience enough for me to consider it an RPG.
-
I definitely consider it an RPG - you create a character, with stats and skills, and all interactions are character driven. Most importantly it revolves around roleplaying - who your memory wiped detective is is a central part of the game. It is light on systems, and doesn't have combat, but what makes RPG an RPG - it has it in spades.
-
I thought I did too, but than I moved to Ireland (though Northern Ireland to be specific) . Here is a good one.
-
-
That's not what I meant, and definitely didn't want to apply that Larian isn't putting a lot of effort and new stuff into each release. BG3 is bigger, larger, more sprawling and better, than D:OS2. But it was building on and itirating on designs and concepts made in D:OS1&2. I am not sure how far can Larian push the same design forward in speculative BG4. And as I don't think Larian is a narratively driven studio, I don't think "new adventure using same systems" is something they would find worth pursuing.
-
I don't why it would be moot. Game might sell, but it is still ****. If anything high sales would reinforce the narrative of BG3 shortcomings. Why it is impossible for a good game to sell well, it is also rather uncommon. While that is a conclusion a publisher might take, and they would totally rush a half-baked BG4 to cash in (like Dragon Age2, after DA1), I am not sure if Larian would take that route. Before that making BG3 might have been an odd choice, instead of making D:OS2. And D&D and BG IP definitely brought attention to the project, I am doubtful that people who enjoyed the game, enjoyed it because it was D&D and Forgotten Realms. If Larian were to make another super RPG (which according to Sven isn't going to happen) and would once again reuse D:OS2/BG3 formula one could argue that they should move to new IP to keeps things fresh. Sins are harder to forget 2nd time around, and I am sure all the new players that came to Larian would be less forgiving if they played the same game, with the same faults for a 2nd time. The only take away I would make, is that cRPG can have mass appeal, if they have enough budget behind them. But thats nothing I didn't knew about, and I still doubt it is good enough return for money for other publishers go into this direction. edit. I am being, of course, overly negative. BG3 is ok. Combat is passable, narrative is passable until late 3rd act. Visuals are impressive considering the scale, but lack in artistic intent and consistency. It's good enough time to warrant a playthrough, and a really good value for money. Your usual "good" AAA, a lot of flash, little substance: 3/5
-
Finished Jedi Survivor. Yes, the port is still pretty horrific, and would advise waiting for deep, deep discount just on account of that, but even ignoring that I wasn't too impressed with the title. For context - in spite of it's faults, I really liked Fallen Order. I think youtuber, Monty Zander got it right calling it Lipstick on a Pig, but what a good lipstick it was. The sequel is very much the same - but more and bigger. And while Lipstick isn't much worse, I also feel there isn't more of it this time around, to cover the pig that's grew to be much, much bigger. That, as well there law of diminishing returns, made it much harder to look past game's poor aspects. So allegories aside: combat is still pretty ****. There are more stances, but I didn't feel they contributed much to gameplay. Platforming is still very stilted and scripted. I also found enviroment very difficult to read, and found myself relying on map a lot - those have been rather detrimental as most of the open world content revolves around collecting things. Having to rely on map to see where you can go, and later on where collectibles are (really some of them blend so much with the enviroment, even knowing something is there, I struggled to locate it) just doesn't make for an engaging game loop. The game in general felt more unfinished and janky than FO. Fortunately, story is still alright. Character writing and interactions are a highlight but while story/plot eventually get good it takes a long time and a lot of padding to get there. I also felt the game came near finding an interesting second arc for Cal, but I don't think it quite gets there. Too much time gets wasted on chasing McGuffins and one dimentional antagonists, to make enough space for actually good times. Action setpieces also felt more vapid this time around.
-
Granted they recicle so much from installement to installement, that minigames being more elaborate than is a norm is not that surprising. Playing through Ishin right now. It definitely feels like a remake of an older title. Don't have an opinion on it yet - I didn't like it so far, as much as I thought I would. I liked Like a Dragon, but I am not sure how excited I am for another jRPG entry - LaD became a slog after a while, and I am not terribly excited to repeat that.
-
oh yeah. In spite of never backing a game, I think I got some Golden Ticket as well due to creating account early, or something like that. Honestly I have lost interest once they pivoted from “single player combat sim” to “persistent universe so what you want”. That’s a pipe dream I never see myself enjoying, even if somehow it won’t be a complete mess. It is everything. FPS and on foot exploration was one of the earliest bloat features once crowdfunding turned widely successful.
-
https://www.rockpapershotgun.com/space-sim-squadron-42-is-feature-complete-and-gunning-for-starfields-lunch-with-massive-new-video Honestly, good single player campaign is all I cared for when Space Citizen was crowdfunded (it's hard to belive I was still in University at that time ). From the footage shown the game will need A LOT of polish before it is being released, though.
-
It seems to be he wants to design dual system, like what Deadfire ended up trying to be. I think he is right on the money - RTwP adds additional challenges on top of number crunching tactical game. Some players handle it very well, quite a few don't. And when doing turn-based playthrough I did thing that the game made a lot of enemy designs more understandable, and there was a more noticable distinction between quality and filler encounters. Way back I did suggest that PoE3 could really dial in difficulty and design for Turn-based combat - and those who need it (like myself) could use the clarity of turn-based combat, while players capable of analyzing combat as it happens in real time could go RTwP. You could dial in tactical difficulty of the game without making it inaccesable. And if one wants to make encounters quck and unchallenging RTwP + low difficulty setting should do a trick. But let's not get our hopes up. I am happy to see that when asked "what would you do with unlimited budget" JS answer is "PoE3". At the same time, he might not be willing to do it with anything less, so I will still treat PoE as an abandoned IP unless proven otherwise.