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Hawke64

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Everything posted by Hawke64

  1. Record of Lodoss War-Deedlit in Wonder Labyrinth-. I have realised that I should have watched the anime (or at least read the summary) first - the MC recognises NPCs and bosses, but does not elaborate on their background nor there is an in-game wiki (that I could find). The elemental system (Fire and Air spirits charge one another when the MC attacks foes, and when the charge at level 3, the MC regenerates HP and MP) is rather convenient, but it feels slightly OP. Then again, it also seems to be incorporated into the boss battles - when you get hit by a Fire/Wind attack and the corresponding spirit is active, you take no damage and regenerate MP. Thank you for the information. Could you elaborate if there is any branching in the story, alongside the sponsors (what do they affect)?
  2. If I remember correctly, the werewolf is to be encountered somewhere in the late-game. Finished Hob. It looks good and the changes in the areas are quite original - a lot of them literally rise from the ground, but the fixed camera angle, poor collision detection (worked more often in my favour in combat), and the somehow simple combat are disappointing. The worst aspect is the story and its presentation - there are no spoken dialogues or written texts, the characters just gesture vaguely, then a quest marker appears. Maybe. When it does not, trying to guess how to progress, when you also do not know the objective due to the lack of dialogues, is somehow unpleasant. The map takes some time to get used to and still does not cover the dungeons, but it is serviceable when it works. Additionally, there is one unique boss, the rest are regular foes with armour. Occasionally, it is not clear when killing everything on the screen is required to progress. The most reliable indication is an inactive mechanism in the room. If it is still inactive when everything is dead, then the battle was optional. The character development system is present - the health can be improved, the sword can hit harder, the glove can charge faster. There are also outfits that change the stats, but I was unable to unlock them - they required both to be found, then to be unlocked with XP points, which seem to be better spent on the glove.
  3. Replayed Weird West (demo) and went directly to the husband's location after the opening cut-scene. It was possible to get through without skills or weapons, though the lack of lockpicks led to the need to find the keys (1 key, to be fair) which were in the pockets of mini-bosses. So I had to circle and knock the targets out one by one and drag them into the bushes. In the other area it was a bit harder to cross unnoticed, but running, rolling, and jumping were sufficient to get away from the foes who could not jump. They could go the default way to my destination, but their attention span was short enough to forget about me. It was just the wind, after all. Also, found a Dishonored easter egg.
  4. Weird West (demo). Finished and somehow annoyed. Enemy positions randomise on reloading a quick save, the loot mostly consists of junk items sold for $1 taking the limited inventory space (a side quest earns about $100), the controls seem to be console-focused - from the GUI to holding and pressing a key being different actions (using a melee weapon requires both - holding the "aim" key and pressing the "attack" key), the quest descriptions unclear - "question the NPC" did not mean "talk to the NPC", but "go into the basement and talk to another NPC". Additionally, there are children NPC, who are immortal but possess the same ability as normal NPCs to report if you are trespassing. Just in case, tried to shoot them and to stab a "Mysterious" child surrounded by the corpses whom I had not killed (at a later interaction a pack of dynamite made the plot-armoured abomination run away). Also, it does not seem to be possible to aim up or down at a distance (possible when the auto-aiming kicks in), but at the same time there is very little verticality for a stealth game. The detection of interactive objects feels imprecise, especially when they are close (e.g. an unconscious NPC and a bucket; a door and a random rat who, unlike the children, cannot harm the PC, but are possible to kill accidentally). The NPC followers are not particularly intelligent - one caught fire by standing next to a torch and kept standing there until I moved. On a positive note, you can pet horses and there are some surface/elemental interactions (i.e. throwing lamps to cause a fire AoE). The character development is bound to exploration and most of the abilities should carry between the playable characters, who cannot be chosen, only played in order. The strategy of knocking foes down in one-hit, then slashing them with melee weapon 4-40 times has been very effective (defeated the final boss that way). At least in one area it was possible to lure the human foes to be killed by a monster. I guess, I am glad that there was a demo. Overall,Weird West feels like a worse version of Seven (which had its own issues) in the Wild West setting. Playable, but not exactly enjoyable.
  5. Thank you, yes. I've looked it up, and there are 2 games (and a turn-based tactical prequel) with Very Positive ratings on Steam.
  6. If I'm not mistaken, there was a stealth game about a goblin assassin in an orc fortress? I've seen it several times on Steam front page, but haven't played. Probably, not quite like Gollum in terms of story, though. Also, a Stardew Valley-like game in the Shire or a competitive fighting game about the Mordor orcs would be curious to see. I think, there were several action-adventure and RTS games in the setting and an MMO RPG.
  7. Stylised graphics, including pixel art, is significantly easier to read, it looks good longer, and provides lower system requirements. On the other hand, highly detailed, including "realistic", styles age rather quickly and are much harder to process. The mitigation usually includes various forms of "eagle vision" (Assassin's Creed) or "Witcher's senses" (The Witcher 3). I think, one of the Tomb Raider reboot games (haven't finished any of them) had the option to disable the paint on climbable walls. Curious how it mixed when the initial design was based on the not-subtle "hints". I suppose, if it was possible to completely disable visual junk (grass, foliage, non-interactive items that look similar to interactive ones), it would be preferable. The closest I can think of (again, haven't played) is The Last of Us 2.
  8. Stealth (non-lethal KO) is mostly viable. Then a boss battle happens and suddenly it is not. If I'm not mistaken, the dialogue skill checks are static and the options unavailable are not shown, so it might be considered to use a guide for them and to avoid investing skill points unless necessary (e.g. important dialogue or boss battle). Playing Weird West - Bounty Hunter's Journey (demo). It seems to be a stealth-action. Fine so far, but feels somehow restrictive. The controls are rebindable and the saving possible almost at any time. The opening with the Data Policy was interesting to see. I also managed to set myself on fire within the first 2 minutes of gameplay.
  9. The Talos Principle 2. Not sure how it is going to work, considering the ending of the first game, but it looks interesting.
  10. Looks very good. The first game was an excellent port - it ran very well and supported the native PC input devices, including 5-button mice, from the start. Though, I would love to see an adequate saving system implemented (not copying and pasting files via Windows Explorer) and the ability to create the whole party without additional Steam accounts.
  11. Encased. Replayed the last act for the mayoral elections. The elections themselves, gaining backing of the Wings within one long dialogue while decreasing their support for the other two candidates*, were reasonably interesting, though there was not much to do afterwards nor it was clear how to complete the quest after it was marked as "Completed" in the Journal. The terminal for City Projects was hidden in the corner of the area and it did not seem to be possible to utilise the PC's funds for them, while the projects themselves provided only Reputation bonuses for one of the Wings. On the positive note, the ending slides included one more for Junktown. On an unrelated note, it is possible to increase the reputation with the companions by bribing them when they are out of the active party. *I greatly appreciate the ability to save mid-dialogue, especially if it is long. Tried to continue my playthrough of Expeditions: Rome. I was able to gain the second rhetoric skill successfully** and reach Africa. Somehow the only positive thing I can say about the game is combat. The inventory management and crafting, the legion management, the timers for everything, the voiced dialogues feel like pointless bloat. **there was 1 line from 1 NPC at 1 point suggesting to do so within a very limited time frame (after the first time-skip but before leaving Rome).
  12. The first run was probably 40+ hours - played the GOG version without Galaxy and there are no in-game indicators. The second, critical path only, playthrough took a day*. There is quite a lot of replayability, though it might also be possible to see almost everything in terms of story in 2 playthroughs (different quest outcomes, stat/reputation-dependant random events, etc.). I don't think that there is an option to respec mid-game (only to edit the appearance), so there should be some variety in combat builds as well. For the party compositions, the limit is the PC + 2 NPCs and the companions auto-level up. *
  13. Completed Encased. The density of the locations decreased by the second half, though I also looted more consciously (only every second container) and interacted with fewer NPCs. Overall, the ending(s) reflected what I achieved, while the reactivity in general was very high. On the other hand, the other gameplay systems seemed to mix rather oddly. Going to attempt anther critical path-only playthrough, which should be significantly shorter. Hob. Ran in circles for 15 minutes. The map was not as helpful as I hoped - the walls, untraversable bushes, and paths were not clear. I also discovered that the controls can be reconfigured by editing a text file in the game's folder.
  14. Metro: Last Light Complete Edition is free on Steam (until 25 May). https://store.steampowered.com/app/43160/Metro_Last_Light_Complete_Edition/ DEATH STRANDING is free on EGS (same). https://store.epicgames.com/en-US/p/death-stranding
  15. It certainly will be released. Eventually. Encased. Unlocked the best vehicle in the game. Though, the puzzle to acquire it was rather odd - it was a text-based (like a dialogue) puzzle and it was necessary to check a certain parameter by choosing a specific dialogue option repeatedly, which was not obvious. Also, it is nice that some of the quest items are possible to loot before taking the respective quest.
  16. Encased. After reaching Act 2 I have realised that the Fatigue system seems to be meant to counter the non-lethal stealth play style - lock-picking/brute-forcing containers and non-lethal attacks increase fatigue, while normal attacks and searching containers/disarming mines/hacking terminals/crafting do not. Somehow unpleasant, though both non-lethal attacks and stealth are rather OP - the former does not depend on normal damage output or most resistances (can be dodged; one of the companions can KO anything in 1 turn), while the NPCs' mystical perception auras make the latter mostly easy. On the other hand, non-lethal takedowns do not give XP and the bodies cannot be looted. Edit. I find it very impressive that there are unique images for random events that are not used anywhere else.
  17. Started New Game+ in The Tarnishing of Juxtia. While the experience points (specks) gained were appropriate for NG+, for some reason, the only foes that had their damage increased were the tutorial undead which occasionally appeared throughout the game. Thus, I was able to get to the early-game boss, losing to whom did not return to the checkpoint but progressed the story, and discover what would happen if I won. Replayed The Count Lucanor. The adventure game is still quite enjoyable. Started Hob. It looks like a Metroidvania with simple combat and platforming. The lack of rebindable controls is most unpleasant, the graphics and story seem nice.
  18. Completed The Tarnishing of Juxtia after binge-playing it for 2 days. The final boss was quite challenging and had rather unpleasant attacks, while the battle itself was slightly too heavy on bullet-hell elements, when it was completely impossible to attack the boss. Considering that most of the other bosses were more typical for the genre, I did not expect it. Overall, it was a very enjoyable experience. Review:
  19. The Tarnishing of Juxtia. The map is opening up and now there are several areas to explore in order to gather the pieces of a magical seal. The combat is satisfying, especially the Energy Rush system (after enough landed hits, they don't consume stamina for a few seconds).
  20. The Tarnishing of Juxtia. The game is gorgeous. Juxtia. The first boss, Tralium of the Valley, defeated. I think, the statues might be trying to say something.
  21. https://www.pcgamer.com/modder-wires-chatgpt-into-skyrim-vr-so-npcs-can-roleplay-and-remember-past-conversations/ While it has limitations, an AI model trained on controlled and contained data might provide a higher variety of appropriate responses and make the social interactions with NPC feel more immersive. On the other hand, there is Square Enix. https://store.steampowered.com/app/2280000/SQUARE_ENIX_AI_Tech_Preview_THE_PORTOPIA_SERIAL_MURDER_CASE/
  22. The Tarnishing of Juxtia. It is a Souls-like. The MC is something (a glowing red ball) put into a pile of bandages and told to go and kill a god on the other side of the kingdom. The controls are rebindable, the map is helpful, and the game saves the position on exit. The issue is that I cannot find the list of weapons and their stats. The starting sword seems like a decent and reliable option - average damage and nice moveset, so I spent the limited upgrade materials on it. Also, the game looks gorgeous - clear stylish pixel art and smooth animations.
  23. Yes, though I played most of the game in co-op (built a magnificent tower solo*). I really liked the climbing mechanic - almost every surface outside dungeons could be climbed freely. Also the exploration and base-building were very nice.
  24. It's been some time since I played (before the Sorcery update), but different aspects of gameplay have separate difficulty settings (combat, crafting, etc.) and in single-player mode can be configured before starting the game (would recommend to disable degradation for buildings). Also, there are NPC followers* (they are random and do not have quests or personalities), which can make combat easier or be nice decorations at the base. Though, dying while they are following you might result in their loss. Overall, unless you go into the late-game dungeons and face the bosses unprepared (the preparations include decent equipment and the followers loaded with healing items or food), it should be fine. There is a main story line (to remove the bracelet and regain freedom), some environmental storytelling, and lore. *They were possible to recruit by rescuing in the Siptah expansion, but I think they had to be captured in the main game. Pets have to be kidnapped when young in both, though.
  25. Encased. Exploring the Magellan Station. It is divided into 7+ floors and can be traversed mostly freely. Some general design decisions are becoming slightly unpleasant - XP can be gained from looting and depends on the quality of the loot, while the loot itself is random, hte action of looting does not increase fatigue, and there are a lot of containers (including flower pots and trash bins), thus if looting is skipped, so is the XP, which might make the following encounters more difficult. Also, there are some odd parts in the writing and slight mismatches with NPC descriptions (e.g. an NPC described having "sun-bleached" hair has curly black hair on the portrait). The quests are reasonably interesting so far, some are straightforward, some include light puzzles. Though the Journal updates are inconsistent - if a clue was obtained before the quest, it is not saved in the Journal and has to be repeated, which might not be possible. The party is able to knock out a group of a similar size reliably - everyone has a non-lethal combat ability.
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