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Hawke64

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Everything posted by Hawke64

  1. Yes and no - the detection area is a circle (technically, 2 - low attention and high attention), the detection cooldown time is quite long and unpleasant if you cannot leave the location*. Haven't tried yet, but leaving the location and waiting (skipping time via the Wait menu) should cover it. As there were no owned objects, thus no crime detection, in the Nashville facility, I did not have to wait out the increased NPC suspicion and could loot almost everything (short of 2 containers - one was surrounded by 2 NPC, another in use). *this - I could not wait because the area was "unsafe" and the NPCs were blocking the exit. I have not figured out how I am supposed to rest, except of falling asleep from high fatigue**, so been using medkits (needed only once when I could not avoid the damage from the lack of lighting) and the anti-fatigue consumable. There should be a medic companion somewhere, who might make it better. **a spoiler for the Nashville facility:
  2. Encased. Tried a stealth-only run through the starting area successfully. In general, I am quite pleased with the game, not counting the looting (too much trash) and fatigue* systems, and was able to complete the prologue without combat. Probably could even without interactions with NPCs, if I wanted to. *the difficulty options do not seem to affect the fatigue gained per lock picked (75), so I might try to remove it with console commands.
  3. I've played it a bit in 2022 (up to the battle against goblins at the tiefling camp). The visual design (as in "I can't see sh*t") and the amount of loot were even more unpleasant than in D:OS2, along with the loading times and the system requirements, including the storage (the VA I don't care about and the textures I cannot use, but have to download anyway, because moving them into free DLC is too much effort; might be fixed in v.1.0, but unlikely). On a positive note, there were less combat encounters than in PF:WotR and the combat itself was generally fine. At any rate, knowing Larian, there will be the Ultimate Definitive Deluxe Edition in a year or two after the original v.1.0 release.
  4. Immortal: Unchained. The second half of the game. An optional boss - I was safely out of range of the boss and the adds. In later areas the grenade launcher foes appeared in groups of 2. The Bed of Chaos, v.2. The boss was invincible in this field, but I could reload while she was regenerating. I tried shooting it. The definitely-an-innocent-child had a force field. Final boss and ending:
  5. Immortal: Unchained. Completed the game. After the point of no-return the areas felt more linear and drawn out. The final boss went down on the second attempt with the fully upgraded Silver Spear sniper rifle, which scaled with the stat I originally had not planed to use, but levelled up to the same number as the Normal Weapon Scaling in the end. The ending of the story was somehow disappointing (I do detest monologues). Review: Completed Lost in Random. The ending was rather hilarious, though for wrong reasons. The general opinion for the game has not changed - it would have made a decent comic book or an animated movie, but not a game. Review:
  6. The release date of Stray Gods (formerly, Chorus) has been announced - August 3rd, 2023. I like the writer (David Gaider) and the concept was interesting enough to back it on Kickstarter (a visual novel with mostly-sung dialogues). https://www.rockpapershotgun.com/dragon-age-writers-musical-rpg-stray-gods-has-an-august-release-date
  7. Immortal: Unchained. Reached and defeated the local version of the Bed of Chaos (the weak point of the tree boss was open for 1 shot, then I had to dodge or shoot vines, spikes, bugs, and a dryad). The good thing was that the floor was not falling to pieces, the bad was that the tree was regenerating (summoning the flies that were healing it non-stop), though each my shot was taking about 1/4 boss' health bar. The two optional bosses discovered were similar (larger) to a previously met main boss and a regular foe. The first was possible to spawn (it was not present on the map before you approach the arena), then back out from the arena without starting the battle and locking yourself in, and shoot safely from the nearby cliff (it would be summoning drones otherwise). The second, Flamebelcher Hierophant, was impossible to cheese, but it kept setting the surrounding trash mobs on fire with AoE attacks and their numbers seemed limited (they stopped spawning at some point), so I was able to just keep shooting while dodging the fire and grenades. The loot rewarded included arguably the best sniper rifle in the game (the unquestionably-best sniper rifle had much higher stat requirements to equip). Another interesting piece of equipment was an ability that restored an ammo if it was used to kill a foe, which worked wonderfully with sniper rifles and, possibly, grenade launchers (which I cannot use). Overall, I am enjoying the game, though it would not be so without quick-saving and sniper rifles.
  8. Immortal: Unchained. Reached Cinderwood and participated in a duel of snipers. The teleporting-sniper boss and the other teleporting snipers could not leave the arena, so I just camped next to the entrance. Also, found a shortcut to the previous area. While I did not need to go there, it the interconnectivity was pleasant to see. I think, there are 3-4 main bosses and 2-3 main areas left to go. Encased: A Sci-Fi Post-Apocalyptic RPG. Started the game. It is impressive that a PC with Int 1 has a lot of unique lines, while most of them are voiced.
  9. Immortal: Unchained. Defeated Iska. The boss got pushed into the wall after teleporting, 1/4 into the battle, while I was standing right next to her and shooting. Not the most glorious victory, but satisfying, nonetheless. The path from the boss room to the fast travel point, without unlocking another one from a save point, was interesting - the previously-cleared ambushes triggered when I approached from the other side. The sniper rifle and quitting to the main menu solved it.
  10. Immortal: Unchained. Reached the Cauldrons. I have a very general idea that I need to progress through the area and face Iska, the Queen of the Dead, but I have no clue why there were breakable tubes leading to the central pillar of the room. The room itself consisted of circular bridges connected to each other with giant statues of the undead near the ceiling. Behind one of the locked outer doors was an Obelisk (bonfire) and a portal to another area. The undead with grenade launchers on the other side reminded me to finish the current area first. I was able to upgrade my sniper rifle and unlock a passive ability that restored an ammo (1) if the enemy was killed by the shot. The green teleporting ninjas, who appeared every 10 metres, were problematic without appropriate weapons (high physical and acid resistance), which I did not have - most of my arsenal caused physical damage only. As a workaround, reloading through the main menu was returning them to the initial positions or despawning (because they did not exist on the map until triggered). Looking forward to the main boss.
  11. https://www.eurogamer.net/nintendo-pledges-to-repair-switch-joy-con-free-in-uk-until-further-notice
  12. Immortal: Unchained. Activated 3 not-Bells and gathering 3 not-Lord Souls. Did not expect the enemy wave battle in the main hub and almost ran out of ammo on the last wave with a mini-boss (no healthbar, but the thing was incredibly sturdy), but was able to clear it. Now new paths in the previously visited areas are open and lead to the above-mentioned not-Lord Souls. Lost in Random. Reached the fifth area and mastered the dodge - it is possible to break the energy crystal in melee by dodging into the foes in the last moment. If there are several of them and one is dodged, all have their crystals broken. The cards improving this aspect of combat (damage on crystal break and dodge) do make the game more enjoyable.
  13. Immortal: Unchained. Looks a bit dystopian, but it is the NPC's interpretation. The not-Firekeeper. Day 4 in the jungles and talking to random boulders. Apexion. The Soothsayer Commander.
  14. Lost in Random. Defeated the boss of the second area, Two-Town. The visual design, writing, and VA are lovely. The location, combat, and quest design are awful - the former are corridors with designated arenas, where you stand against spongy and same-y waves of foes, while the combat consists of firstly charging your abilities (cards) by shooting off crystals growing on the enemies' bodies, then selecting an ability from a pool (the abilities available at any given moment are random, but limited to the pool, which is customisable and it is possible to select the same ability several times; some give an actual weapon, such as a sword or a bow, others heal or summon AoE attacks), then possibly killing 1-2 opponents before it needs recharging. The writing is similar to a fairytale with a fourth-wall-breaking narrator, and the dialogue puzzles, while not deep, are amusing. With the difficulty decreased to the Story Mode, the combat became bearable, but not enjoyable. The controls being hard-coded did not help. It should have been either fully tactical turn-based or fully hack-and-slash action. Or just a combat-free adventure or platformer. Immortal: Unchained. Reached the third main area, Apexion, an imposing city surrounded by storms. There were teleporting snipers, accompanied by suicide bombers rising from the concrete floors, while the main boss of the area could infinitely summon drones before the previously-summoned ones have been destroyed. Fortunately, the auto-saving with Windows Explorer works like quick saving with extra steps, so backtracking was minimal. Also, the area was much smaller than the previous one, the forest of Veridian.
  15. Immortal: Unchained. The jungles of Veridian, day 4 (?). I have lost track of time and the sight of the only other non-hostile humanoid, and started talking to rocks. A flying rock offered to "rub its sphere" and to "delight in its awe". I have defeated the third main boss by shooting it mostly in the face and in the weak point on the back when I could. The newly-found assault rifle, surprisingly, was shooting reasonably straight, unlike the other assault rifles I had tried, and dealing decent damage. It also was the only "Good" (upgraded to +3 from the start) weapon I had. At the moment, I can say that I like the visual cues - the armour upgrades and "bonfires" are marked by large cables running across nearby walls, thus clearly visible from a distance. There are no inventory limit or weapon durability (unlike Decay of Logos), the enemy and weapon variety is decent so far (unlike Mortal Shell), the level design is generally nice - not on the level of DS1 or The Surge, but not too linear either, and it is possible to continue from the exact point you left (unlike Ashen). Though, I am not looking forward to backtracking back to the hub, even considering that it should be faster with the shortcuts unlocked. I can see the fast travel option in the menu, but it is locked at the moment. Edit. Took about an hour to find the way back. The new gun is a wonder. About a half of the foes can be shot in the face, the other half must be shot in the weak point on the back, which means either baiting them (some approach if cannot reach, some hold their ground) or running to them. The latter is not recommended due to the high likelihood of ambushes - the undead can raise from the floor without a chance to spot and attack them first, but quitting to the main menu resets their positions and occasionally breaks the spawn triggers. Additionally, there is a light dismemberment system - damaging a body part sufficiently destroys it, but the opponent usually is almost dead at that point. Also, the optional chests require a certain number of key items to be unlocked and these key items are not consumed upon use.
  16. Lost in Random. So far the most challenging part was getting the game to run. It cannot be family-shared on Steam, it uses an online-only double DRM, and has no graphical or control options. Unless it is a masterwork in terms of storytelling and gameplay, which I strongly doubt, these flaws are critical. 1 hour in, and it has been a linear action-adventure, granted, fully voiced and well animated. In terms of story, it is a fairytale about a girl who went looking for her kidnapped sister. Immortal: Unchained. Still in the jungle area, Veridian. Encountered an optional boss, whose arena was littered with suicide bombers who were digging themselves out of the floor (i.e. I couldn't shoot them first, but could bait them one by one, or three by three), and who could (and did) one-hit-kill me. Fortunately, I was able to loot the containers in the corners of the arena without fighting, but with a lot of running and dodging. The floor being slightly underwater (ankle-deep) did not affect the movement speed anyhow. Also, I met a single non-hostile (yet) NPC in the area. During the third meeting he was sitting in a hole, and talking to him after jumping down triggered an ambush. The NPC was just standing and doing nothing (the zombies did not attack him either), but told me afterwards that we were victorious. Probably, playing it after Lost in Random makes Immortal: Unchained significantly more enjoyable, despite the occasional unpredictable ambushes. It is also much more quiet - no overly-talkative narrator.
  17. Immortal: Unchained. It is a sci-fi TPS/Souls-like that is not related to Immortal Plant, which was an isometric sci-fi Souls-like. Defeated the second boss and progressed through the jungle area. The game being a coverless shooter and a Souls-like at the same time works curiously, though it feels somehow odd that melee weapons are supplementary instead of primary. The location design is decent, but includes quite a lot of traps (spikes for the frozen world and vines for the jungles), which do not work on the foes. The armour progression is linear and locked behind Armour Shrines, each of them provides a specific improvement and may slightly change the appearance. So, now I have the Scarf of Not-Flinching 10%. The controls are mostly rebindable, with the exception of Shoot/LMB and Aim/RMB.
  18. Rowling harasses trans people, including advocating of removing legal protection and healthcare access. Thought that it was well known. Unlike Atomic Heart, which developers might be connected to the Russian invasion of Ukraine, HL certainly benefits a person who attacks a vulnerable social group for kicks. --- Record of Lodoss War-Deedlit in Wonder Labyrinth-. Defeated 2 bosses on the first attempt. I like their design, though it is hard to adjust to the MC dodging back instead of in the direction of movement. The second boss, a Dark Elf, stole the recently-acquired mysterious item (no item description, looked like a dark purple sphere) and escaped upon being defeated. The pre-battle banter allowed to assume that the MC is not the only amnesiac person around.
  19. "Games are important because they “grow the economic contribution of Australia’s creative industries”, the report says, and because they can bring new audiences to other more traditional art forms, like classical music. This speaks to the longstanding, limited ways in which games are understood. Their ability to make money and their inherent youthful coolness are championed, but the complex ways in which games are themselves a crucial art form, and made by creators who are themselves artists, remain unacknowledged". https://www.theguardian.com/games/2023/mar/06/finally-australia-sees-video-games-are-important-but-it-cant-be-only-because-they-make-money Interesting but sad. Just in case, building a career in any creative field is extremely risky, be it game development or novel writing. --- https://foreignpolicy.com/2022/03/06/videogames-history-rome-expeditions/ If as art, the article above seems fitting. If as products, then Bloomberg does investigative journalism (haven't read personally, but heard of it). I think, in general, there are enough quality articles, but due to the volume they might be overlooked.
  20. Completed Song of Farca. I suppose, the general gameplay ideas (hacking cameras to access evidence and combining evidence to persuade/blackmail NPCs) are interesting, but the latter does not quite work - there is a specific piece of evidence for each line and they cannot be used in different order. Additionally, the story becomes about the MC's personal issues by the end, while the MC is hard to empathise with. Finally, somewhere mid-game failing puzzles slightly affects cases' outcomes, but it is not clear which puzzles have limited retries. Review:
  21. If I'm not mistaken, the lighting/light sources in cut-scenes are different from the ones during gameplay, which allows to improve performance (players see mostly their characters' backs), while keeping the perceived visual quality high. Not sure how it interacts with photo modes, though. Completed The Feast. It is a point-and-click adventure/visual novel, and is focused on the Russian society after the Russian invasion of Ukraine. The story follows a young person during a family dinner where a dead man is hanging from the chandelier. There are 3 meters (Approval, Ruining the Party, and Suspicion) and numerous actions determining the outcome. The visual and audio design are minimalistic, expressive, and fitting. The controls are not rebindable but comfortable enough - WASD movement and mouse for choosing interaction or dialogue options. While it is not possible to save the progress, the length of one playthrough is around 20 minutes. The settings are limited only to the graphics presets, and it is not possible to adjust the sound volume in-game. Song of Farca. The mid-game cases have (not clearly explained) choices, it seems. Or at least I cannot connect the MC's replies with the outcomes. Also, the late-game cases introduce a limit on the persuasion attempts, which would be great if it were consistent throughout the game and clearly indicated.
  22. Thank you for sharing the article. I strongly detest TW3 and agree that cut-scenes and VA are a resource sink, but it does not mean that the cut-scene-heavy RPGs and action-adventures with light RPG elements (such an inventory system) are going anywhere. I just would prefer to stop calling TW3 and, for example, Assassin's Creed, RPGs. They are not, otherwise Half-Life is and we are role-playing Gordon Freeman. Also, Larian's D&D game has a lot of cut-scenes, and the MC auto-comments OOC and without the player's input, so it is quite "cinematic". Fortunately, as far as I can tell, there is enough freedom to roleplay and develop the player's character.
  23. Song of Farca. The linearity is becoming slightly uncomfortable - the MC blackmailed a random person in order to get a gift for her girlfriend. I suppose, the game highlights nicely why you don't want anything in your apartment to be connected to the Internet unless absolutely necessary (so the phone and the PC only, with the cameras and microphones unattached or covered while not in active use). The story in general has been interesting enough - some of the cases are related to major city (the titular Farca) events.
  24. Steam reviews are mostly negative at the moment. I assume, the PC post suffers from the typical lack of polish and optimisation*, which should be fixed by the next major Steam Sale. The game itself seems to be something between Nioh (of the same developer) and Sekiro. I have mixed feelings about both (disliked the RNG'ed piles of loot in the former and the movement/combat/controls in the latter, liked the wide range of the customisation options including the spirits and the coherence of the world/location; also the bosses). *Edit. Mentioned in the PC Gamer review, but briefly, and nothing about the KB&M controls, aka the native PC input devices.
  25. Song of Farca. It's a point&click adventure/visual novel. Looks nice, runs well, though somehow linear. I've reached the point of applying everything to everything by the end of the second investigation. In retrospect, the solution does make sense, though. Tried Arx Fatalis. Was successfully defeated by the first guard. For some reason, Steam Overlay wasn't working and the proposed on the forums solution did not help. Tried Celeste. Looks and runs well, and the climbing mechanic is interesting. The map, on the other hand, seems rather complex.
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