Everything posted by Hawke64
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What are you Playing Now? - Right Now at the moment edition
I agree that comfortable controls are crucial, especially for the more action-focused games. I cannot recall any issues with it specifically in Nioh or Nioh 2. Dark Souls: Prepare to Die Edition, on the other hand, was extremely uncomfortable (which improved immensely, along with the FPS in Blighttown, in Dark Souls: Remastered) and Dark Souls II was much better in this regard. My hunch was that it was due to me playing with keyboard and mouse, so the people who used controllers might have had a different experience. Now I am unsure. --- Sekiro. Defeated the Headless Ape + the other ape. Can't say that I like it technically as a boss battle (too little space and the bosses' attacks did not hurt/clipped through each other), but it did make sense for the story and design, unlike the Pursuers in the Throne Room of the Drangleic Castle. I love that the environment changes based on the story progress, though I should have gone through that cavern before killing the Guardian (I missed the Bottomless Pit passage earlier in this playthrough), so I would be able to face the bosses when stronger. The forest went reasonably well - I collected everything that was not nailed down, used the Finger Whistle on the not-Juzou's monkeys, let him calm down, backstabbed once, then set him on fire twice. I vaguely remember it being harder on the previous playthrough. The injured monk helpfully pointed towards the area’s main boss and explained how to enter the building, while the boss itself died quickly. The forest was free from the mist, the illusions blocking the passage were dispelled as well. I had no intention to fight the Headless apparition on the forest floor, but probably could try the one at the cave between the Demon Bell and the Chained Ogre later. I am somewhat annoyed by the repeating bosses, though, not too much - each of them still feels more meaningful than it was in Elden Ring.
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What are you Playing Now? - Right Now at the moment edition
Thank you for sharing your experience with the game, especially considering that you have played other FromSoft titles. I would like to start with explicitly stating that this is my personal opinion, based on the abilities and experience, and this is the hill I shall defend. I strongly disagree on Dark Souls II - it had very tight and responsive controls, so the avatar was acting as expected. I was dodging in the correct direction, facing the targeted enemy unless sprinting, and not getting stunned from every slap. It was as good as it could be. I am also fairly certain that the target lock was not breaking from me moving the mouse slightly (there were dedicated keys to switch between targets), but I have not checked. Regarding the prosthetics, the shinobi MC is like a witcher - you must correctly identify the foe and use the proper tools to overcome it. If you try to deflect everything directly, that would be miserable, with the purple necromancers (S-something Warriors) being the best example. Not impossible, but more similar to the DS SL1 challenge run. Finding creative ways to avoid open combat is the most fun and enjoyable part of the game for me. A ninja is not a samurai/knight, but a rogue who uses tools and wits to avoid direct confrontations. Genichiro had roughly the same moveset in his lightning phase, but with 2 lightning attacks with reasonably long wind ups that were not possible to deflect (as far as I know, have not tried). In his archer samurai guy phase, it was possible to walk away from his combos, let him finish, then close in and start hitting after he’s done. Or, with deflections, hitting until he parries, parry twice, then hitting twice again, mostly worked - it was interrupting some of his attacks, while the combos, as mentioned, were possible to avoid after he committed to them (ironically, occasionally, I was ending up behind him when trying to Mikiri counter). Though, the Perilous attacks seemed chosen oddly - Genichiro usually was using only 1 type throughout the battle. The Guardian, on the other hand, was tracking much better and had poise, so his attacks were harder to interrupt. The animations, while beautiful, also made it harder to read. He was not the first boss with hidden marks at that point (Genichiro and Lady Butterfly were similar, but their subsequent phases did not change the movesets significantly), but he had the longest phase transition window. Which was the perfect opportunity to have a drink, eat a Pacifying Agent, and apply a box of Divine Confetti. If Miyazaki did not want us to use consumables, why did he give us the time? --- Today’s progress. I have cleared most of the Senpou Temple and obtained the Mortal Blade, meaning that I can go and meet the zombie Guardian again. I spent quite some time on the Folding Screen quartet, because I forgot how to get them into specific rooms. I did manage to chase the hearing monkey successfully (the idea was to get him into the waterfall room, I assume), but not the sighted monkey (as intended, the monkey got stuck in the dark room). Robert’s father went down fine, though not on the first attempt - I kept throwing him into columns instead of the windows. I am somewhat annoyed that the fire and poison did not kill him, but whatever works. I suppose, storywise, he was trying to find a cure for his son’s illness? I cannot quite recall the requirements for the not-bad endings, beyond not facing the Divine Dragon before fulfilling them, so there is quite some time to figure it out or to look up the guides if the former fails. I think there was something with the Divine Child of Rejuvenation, so I kept asking for rice and feeding the old ladies on the cliffs, and the quest line seems to have progressed. Then the Divine Heir told that I was eating the rice incorrectly. Clearly, he was wrong - what is the point of rice if it is not crunchy? On another note, I find it deeply ironic that if Genichiro did not kidnap the Divine Heir, a large chunk of Ashina forces would not have died to the MC’s blade. Including, but not limited to, Gyoubu who was defending the gates, the Chained Ogre, the Blazing Bull, and a pack of feathered ninjas. If I am not mistaken, the “Great Unifier”’s forces invade later on and quite successfully. --- Lunacid. It is a more old-school dungeon crawler. After avoiding the foes for 2 areas, I decided to face them. Which brought some more levels and I learnt to charge my attacks. I can’t say that clicking things to death while walking back is the most engaging experience I’ve ever had, but it is fine. The music and location design are great. There are also quite a few secret doors (the ? symbol appears in the corner when one is in front of you), so I am trying to look at the walls while running. The goal, if I understand correctly, is to kill the Moon Beast and return to the surface. Though, considering that the only person from the surface who was shown directly chops off your arm (which then levitates), while the locals are quite friendly, returning seems less reasonable. The only negative I can point out at the moment is the lack of quick saving, with the checkpoints being placed quite far from each other. Otherwise, the game is quite enjoyable. --- On another note, if anyone would like to team up for writing for the Community Blog, it would be great. Also, if anyone would like to accept 2 Game Pass keys, that would be welcome too.
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Picture of Your Games the 16th
Sekiro. And there was the zombie again.
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What are you Playing Now? - Right Now at the moment edition
Sekiro. Spoilers for mid-game and a long mostly-complaint are below (I have been trying to write longer/higher? text walls). I admire the location design, the style (both artistic and technical), and the stealth and traversal gameplay aspects. The ironic thing is that there are quite a few boss battles with limited stealth options and the open combat and controls, as was mentioned before, are horrible and the MC feels like a wet paper doll. The battle against the Guardian Ape, which I have spent about an hour on, reminded me of it. The boss was moving erratically, occasionally resisting the firework prosthetic tool, and once chain-grabbing me. I am aware that all hand slaps are possible to parry, despite the boss being a giant ape using his hands to hit or slap. The above-mentioned grab attacks also repeatedly messed with the camera - after being thrown into the walls, I was unable to see where I or the boss was. And if the latter was nearby, due to the MC’s inability to face the target it locked on automatically, it meant restarting the battle. The key to victory was to stun the Guardian with the fireworks and use the combat art while he was trying to get up and hope that he would not go for a grab, as the combat art was locking me in the animation. So, the second phase came where the boss changed his type (thanks to the wiki for telling me that a zombie was an apparition) and moveset. Here I would like to add that the getting up animation and the delay between stages were very amusing on the first try, though not so much on the subsequent ones. After several more attempts, I resorted to using the consumables and mostly facetanking the smaller damage. The boss finally fell… only to appear in the next room. On my previous playthrough, I got lost on the way to the Ashina Castle and ventured into the Ashina Depths, thus, reaching that room before facing the Guardian. Back then, it looked suspiciously spacious and empty. Now, there was the Headless Ape standing between me and the progress. So, being low on both Estus and enthusiasm, I retreated and left the zombie be. Still, the Sunken Valley was a gorgeous place - there were giant stone statues of Buddha covered in light snow, while also autumn trees with bright red leaves holding fast to the cliffs. The traversal consisted mostly of jumping between smaller cliffs and grabbing the branches. I was able to reach most foes undetected, including the feathery ninjas and the albino monkeys dual-wielding katanas (they hit like trucks). There also was a Giant Snake shrine. It took 2 attempts to get through and grab the persimmon heart and another one to gather the loot. The snake’s final lunges were possible to dodge with the mist feather prosthetic. Which led me to the Poison Pool and another sniper boss, whose peripheral vision was fortunately quite poor, while the rockets from her comrades were hitting her as well, which was extremely satisfying. Getting to them after killing the boss was less satisfying, but somewhat amusing. I still have no recollection of how I got there before. So, I decided to follow the main objective (to get the Mortal Blade to heroically stab a child) and head to the Senpou Temple. On the previous visit in this playthrough, I missed the way forward and ended up at the Demon Bell and no idea how to reach the Temple itself. The area itself is as beautiful as the Valley, though with more wooden temples and less statues. Also with little but frequent piles of civilian corpses and quite a lot of monks and insects. There also was a field of pinwheels. I suppose, if the main character was more controllable, I would have less issues with the combat. On the other hand, the ability to use different tools or consumables provides engagement, making the enemies feel more diverse and the combat more expressive and interesting. Though, the number of consumables and Spirit Emblems being limited makes one more cautious. Then again, if I cannot start a boss battle with a Deathblow, I feel like the MC’s ninja abilities are not utilised fully. Which is another reason why I disliked the Guardian Ape - the boss’ hearing was perfect and he deduced that a human ninja zipped into the arena to steal his flower in seconds while I was above him. Regarding the story so far, it is understandable and easy to follow - the city-state of Ashina is being conquered, Genichiro, the leader’s grandson, believes that the Dragon’s Heritage (resurrection) would allow it to survive. The last Dragon Heir is the MC’s master and thinks that the Dragon’s Heritage causes the Dragon’s Plague, thus, refuses cooperation. The MC is a ninja and has only his work, so he protects the Heir and saves him from Genichiro, because his father/tutor told him to do it. The Heir decides that he wants to sever the Dragon’s Heritage and to do so he needs to enter the Divine Realm to get Dragon’s Tears. To do so, he needs to find the ingredients to open the portal to the Divine Realm. On another note, considering that the ingredients to enter a spiritual plane of existence need to be burned and probably inhaled, it is an excellent opening for a joke.
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Forum Comments and Issues Repository
Good evening, I am getting the following error, when I try to submit a reply to the blog. The reply is ~800 words. The request is blocked. 20240910T191735Z-16995f768f6qbvvqu1qyadmm900000000hcg000000002st0
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Picture of Your Games the 16th
Sekiro Went as expected. I am surprised that there was no option to kill him after he admitted to setting the MC's home and master on fire. It took some time, but the Chained Ogre was defeated. Ironic. The shield bearer was still alive at the end of the battle - the boss' sight and aggro range were much farther than the others'. And at this point I turned around and decided to go and meet a giant snake rather than this elderly lady.
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What are you Playing Now? - Right Now at the moment edition
The later games are much more demanding in terms of reaction time. The aspects that appeal to me are the level and boss design and the variety of builds (even if I end up playing a sword&board who occasionally grabs the sword with both hands or uses a bow). The former is much rarer in other genres, except immersive sims. --- Sekiro I started a new playthrough, promptly got defeated by the archer-samurai boss (Ginichiro?), and proceeded with the main story. For some reason the game tried to overheat my "new" GPU (got some time ago, but started using actively only now). After playing with the settings, I limited the FPS to 40 in the NVidia control panel and the hot spot temperature remained under 70C. As mentioned above, I like the level design - Sekiro is as close as it can be to a 3D Metroidvania. I tried to go and meet a headless mini-boss early and discovered a path to the Devil's Bell, but got burnt before reaching it and reloaded. I also got through most of the Hirata Estate, except the final battle - I could not defeat the ninja boss without upgrades. The bandit leader took several attempts, including clearing the area around and splitting the aggro with the samurai ally. Though, I still detest the open combat and the controls (the MC flinches easily and cannot look straight even when target-locked). I hope to be patient enough to get to the final boss/younger Owl battle without decreasing the difficulty. Still, this mod looks most delightful: https://steamcommunity.com/sharedfiles/filedetails/?id=1713602236
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Commentary on the Combat-Related NPC Behaviour/AI in The Outer Worlds
After replaying The Outer Worlds fully, I discovered* that the civilians in Byzantium do try to run away, though not quite far. *It was after I chose the Attack option while looting a certain companion's parents' house. So, there was not much space to run and definitely nowhere to hide (the NPC survived the encounter, but it was interesting to watch).
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Picture of Your Games the 16th
The Outer Worlds I expected to see a low-int option here. Though, landing on Cascadia is much faster than going through Roseway. I had just enough Stealth skill to pickpocket the armour. End-game spoilers
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What are you Playing Now? - Right Now at the moment edition
The Outer Worlds. (Some parts were written during the week/before I finished the game for the third time). It has occurred to me that there is a lot of flexibility in the narrative structure - the player can reach a lot of quests from different points. Some, such as the power generator in Edgewater, are quite straightforward, but they still support the player being murderous. Reed Tobson is the bottleneck which the player unavoidably faces. He starts his dialogue right when you exit the elevator, giving you the information to proceed to the other settlement and the powerplant. Unless he is shot at before entering his office. In which case, the information can be taken from his body and the terminal. On the other hand, there are cases where the quest NPC do not appear before the relevant quest has been taken, such as the bounties from the sheriff in Edgewater. This particular quest chain can lead to lonely targets sitting among corpses, should the player visit the camps in advance. I can’t quite recall where I got the NavKey for the Groundbreaker, but I do remember Welles calling. For Monarch, the next large location, there are MSI and the Iconoclasts. For Sanjar, the items can be obtained before meeting him. For Gresham, the first NPC, Catarina does not appear before the Iconoclasts send the player there. It is explained by Catarina delivering supplies on request, not having a store set up. Consequentially, the next quest requires the items obtained from her, thus, the progression is linear. Unless, of course, one just kills the Iconoclast leadership, successfully completing the main part of the story on Monarch. At this point, the lines come together as the UDL gunship crashes onto the surface. The requirements for the ship to appear is to deal with MSI and the Iconoclasts in any manner. Additionally, if the information broker is approached before these quests are completed, he will just inform the player that he cannot transfer the intel required to Welles. I am yet to break into Byzantium, but I assume that the flexibility comes from the main quest giver there - Welles or Akande. I might be mistaken, since I have not followed the Board quest line. If my blog goes live today, I have just noticed that the civilians in Byzantium do take cover when combat starts. --- I have finished my low-int playthrough without crashing into the sun/central star of the system. By going only for the main objectives and companion quests and trying to limit looting (I kept running out of ammo in Edgewater, then I just kept running away from the enemies, so it got better), it took 8 hours. The previous run took 32 hours. I can't say that the ending was worse (I skipped the Iconoclasts' quest line by killing Graham and Zora). Having low Stealth and Dialogue skills was somehow less satisfying than having low combat skills - fewer choices in quests, more combat. But I did defeat RAM in open battle (well, I kited the boss into the first room and kept it knocked down with companions' abilities), so that's something. --- On Dark Souls 2. I consider it to be the best in the series: it is very comfortable to play with keyboard and mouse there are several paths to choose from (all semi-mandatory, but still) rolling requires stat investment to be viable the bosses can be revived on the same NG cycle teleportation to any bonfire is available (would prefer to have a more interconnected world, but with several quite linear paths, it is good enough) there are some light differences between NG cycles there is poise and the game's speed/required reaction time is generally adequate (it became much worse in DS3 and later games) I can't quite recall the foes' exact movesets, but the hitboxes attached were quite different, so it was good. Regarding the weapons, the appeal of the 2H weapons was in the ability to break poise. I used mostly katanas or long swords, so cannot tell how effective it was. I do hope that it is clear that the points above are very subjective. I also have no intention to try to get all achievements due to the farming required.
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What are you Playing Now? - Right Now at the moment edition
Finished The Outer Worlds, while aiming for the more peaceful outcomes (still shot Rockwell without talking). I suppose, everything about the game has been said already, so in the context of Avowed releasing soon (2025?), I am unsure if I should hope for more gameplay depth. The shallow systems work with the satirical narrative, but more complexity for a high-/dark-fantasy epic would be welcome. As well as the less focus on the combat, which is not particularly satisfying* - something smaller, but with more immersive sim elements or stronger story branching. Regarding the environmental storytelling, on one hand, there are party members' cabins with items placed very thoughtfully, then there are level-scaled modern guns or Adreno on the Hope in the areas unused by UDL. So, as mentioned, smaller and with higher attention to details would be preferred to RNG. I guess, I have seen worse itemisation in Divinity: Original Sin 2, but that one was the worst - level-scaled colour-coded RNG'ed faceless trash with no story significance appearing in random crates (it got somewhat better in the D&D game - the unique equipment could be kept throughout the game, but there still was a lot of literal trash). *I can't tell if repeatedly failing to notice being hit in the back is an UI issue or just my low perception. I don't think that there are clear indicators of the direction where the damage is coming from and the first-person view does not exactly help. So, I am very happy that Avowed offers the third-person camera option. Still, TOW was good, because of the quality of writing and world building, not the combat or itemisation. The character creation and development systems were serviceable.
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Picture of Your Games the 16th
The Outer Worlds So at this point I decided what to do with Rockwell. Considering the increasing body count of the party (how many random guards and pirates, not to mention the wildlife, were dead because they were at the wrong place at the wrong time), the party could be quite desensitised to violence. And there were no negative consequences, mechanically or narratively, for it. Quite the opposite, in fact, - loot and XP. I like the environmental storytelling, though, I would like the companions to comment on it. That's a quite direct explanation of the just-world fallacy. He had some sense. Got a fancy hat. The ability to kill NPCs at will without loudly announcing it is greatly appreciated. I was trying to avoid harming the sprats. One somehow got into the elevator, so I reloaded. It would be great to be able to avoid accidental combat more easily and have more feedback for choosing not to murder random lizards.
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What are you Playing Now? - Right Now at the moment edition
You can just throw a Bonfire Ascetic into the bonfire next to the boss room after killing Vendrick. It will respawn also the Watcher and the Defender, but you should be able to dismiss the summons and feather out at the start of Nashandra's battle (same for Aldia, the summons tend to burn during the second phase either way). This method also works for NPC quest lines (with some restrictions, but I do not remember at what point it becomes impossible to do so) and allows to get NG+ boss souls in NG. If I am not mistaken, some of the merchants have their inventory updated (I got the Butterfly set from the armourer in Majula), but not all. The partial difficulty increase is limited to the respective area and it was slightly different from the actual NG+ in the vanilla DS2 (e.g. no Freja appearing earlier, no additional red phantoms with the Lost Sinner). However, it carries over to the next NG cycle, so one must be careful. --- The Outer Worlds. Finished Monarch. Some thoughts on the area's main quest. Reached Byzantium. The streets are covered in trash, a lot of buildings are locked down, and the service bots are dusting holes in the walls. I've been thinking about Encased while playing. In particular, the non-combat skill checks and the writing for the low-int PC (I cannot tell if it was ableistic or not, so not commenting on that aspect). It feels like Encased had more options and supported more playstyles (a certain companion quest in TOW had an unavoidable battle against a mantiqueen, while my PC had the highest combat-only skill at 20), including a fully implemented non-lethal path, with the PC being reasonably motivated to avoid killing most people in-character. Also a low-int PC had most dialogues adapted, with several exclusive to them options available. As far as I know (haven't tried yet, will update if incorrect), TOW has fewer. On the other hand, TOW is more coherent in terms of narrative (the quality of writing is undoubtedly higher in TOW) and gameplay systems, even if, as mentioned, the systems are less developed. Though, I do like that I have only 4 slots (2 weapons and 2 armour pieces) to equip for each companion.
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Picture of Your Games the 16th
That's a lot of particle effects. Also, the cat is very cute.
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Picture of Your Games the 16th
The Outer Worlds It would probably look nicer with better lighting, but still. I am happy to share that the cow and the human survived my visit. Also now one of the companions looks like a candy or a pride flag (the armour was possible to pickpocket without killing the hostile NPC). A different set, but the colour scheme the same as for the other Rizzo's set. The story acknowledges the level architecture. Somehow, Sanjar is one of the most likeable NPCs.
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Opinion: DLC1&2 make Outer Worlds a worse game
One should not underestimate the appeal of power and numbers going up. So, there are, at least, Good, Best, Board, and Chaotic Murderous (must try all those cool guns) paths for the story. I think, In terms of combat gameplay, the FPS aspect encourages the ranged combat or chasing the foes with a melee weapon while getting shot at. The stealth is there, but since creating corpses gives XP to invest into skills, not killing hostile NPCs (which are already described as aggressive, be it raptidons or marauders) is hard to explain. They also interfere with looting by attacking the party, while sneaking is rather slow and it is harder to see some of the loot in stealth. I can't say that more corpos being terrible adds anything new to the narrative (Edgewater did just that well enough), but more varied examples are fine and mostly fit the story. Though, the pacing somewhat breaks - I played the DLC shortly before the point of no-return, so it was rather odd to do freelance contracts when the Hope colonists and Welles needed saving. (I am aware of the date of the post. I was looking for input for a story choice between a Good and the Best outcomes. An achievement said that the Best outcome was the preferred one).
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Random video game news... Bring me a bucket, and I'll show you a bucket!
GreedFall 2 | Early Access Overview Trailer Greedfall 2 is RTwP, though I am concerned about the performance. Otherwise, Spiders do make something close enough (but not on the same level) to Bioware. Their games have been mostly technically solid (either tactical or fast enough; on the other hand, rogues/consumables users have been OP) and the stories have had only one major weird drama plot twist per game (e.g. the gates in the frozen city in Bound by Flame; splitting the squad was clearly impossible /s). I am curious how the story is going to work to logically lead to the start of GF1, though if I am not mistaken, the communications with the island were scarce, so it is possible that GF2 will end at the same time as GF1 without the plot lines affecting each other, especially if the MCs are in different continent cities. It would be great if the saves were transferable, of course. --- Edit. https://www.rockpapershotgun.com/greedfall-2-developers-call-a-strike-over-working-conditions-lack-of-gender-equality-and-parity-and-global-mismanagement I hope that the employees will achieve adequate working conditions and fair salaries. Considering that the developers are based in France, it should be the likelier outcome.
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What are you Playing Now? - Right Now at the moment edition
Thank you for the clarification. It is quite early in the game, so I agree that getting the next Owlcat game before progressing with WotR at least to Dresen (Chapter 3, I think) might be inadvisable. --- The Outer Worlds. Monarch. Trying to find an in-character reason for doing the side quests before finding the information broker and saving the Hope. Sanjar is persuasive and MSI is the only likeable corporation, thus, one must help them? On another note, the area is rather large - there are 3 settlements and quite a few combat encounters. I guess, the red rocks are supposed to serve as walls, considering that even when jumping from above, the PC slides from them. Edit. I suppose, for the in-character motivation - there is no point in saving the Hope colonists if the colony itself is on the brink of collapse. They would just die a bit warmer.
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Random video game news... Bring me a bucket, and I'll show you a bucket!
Shadow of the Road | Announcement Trailer Judging by one of my old Steam posts getting random replies, the game is closer to a turn-based tactical stealth game, rather than a full CRPG, but I might be wrong. So, while I am not particularly interested (unless full stealth/no kills is an option), it might be good for the fans of the genre.
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What are you Playing Now? - Right Now at the moment edition
WotR did not have a tutorial village, the tutorial took place in a city overrun with demons. Kingmaker had a castle, then some wilderness with small inns and sort of a village (I think, it required at least a few hours to get there). I have played RT for a bit, but the setting and the combat are somehow unappealing, so the playthrough is progressing rather slowly. I do like Owlcat, but the combination of their usual combat density (possibly a bit lighter) and the combat being turn-based is not exactly the best one. --- The Outer Worlds. I have recovered my save files and reached Monarch the normal way (tried running from Cascadia successfully, then reloaded). Seen the first 100+ (142) Persuasion check, so considering reinstalling the game. Then again, some 100+ skills are interesting. --- Spellchecking does not seem to be working in the browser (despite the setting being turned on), so I am trying to pay more attention to what I am typing.
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Picture of Your Games the 16th
Soulstice Some combat screenshots. Though, they were taken at the end of encounters. There were some environmental hazards and quite a few large/teleporting/summoning foes. I don't think that it could take more. End-game spoilers (gore).
- Random video game news... Bring me a bucket, and I'll show you a bucket!
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What are you Playing Now? - Right Now at the moment edition
The experience with the Iron Passage does sound frustrating, but I am glad that it was positive overall. Killing the blue Smelter Demon used to allow to use the regular Smelter's soul to forge the blue sword, by the way. Not sure if it was changed in the SotFS edition. The Iron Ivory Crown DLC co-op area is widely regarded as the worst area in the Dark Souls trilogy, but the density of the foes is different from the Iron Passage. I was using the summons as meatshields and dismissing them before the fog gate during my playthroughs. About the co-op area (spoilers for the area; I assume you might want to read them after finishing it): About the boss battle (it is a DPS race and, if done incorrectly, it can end painfully after a certain point): Also (not related to the co-op area), if you would like to get the frozen knight armour set, farming the knights might be preferable before killing the final boss of the DLC.
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Picture of Your Games the 16th
Soulstice At that point, I forgot how to counter the berserk state. Story and boss spoilers.
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What are you Playing Now? - Right Now at the moment edition
Soulstice. I think I have reached the late-game (counting by the codex entries, 22 of 31). I like the combat - it is responsive and mostly readable enough, with a lot of unique automatic abilities for the spirit companion/secondary protagonist, and 8 distinct weapons for the main character. There have been no puzzles, only some traversal and combat challenges. I like less that the weapons have very few special moves, cannot chain combos between different weapons, and were granted at random points during the story. The analogue of the DMC Devil Trigger (DT) is achieved by building up the style gauge, so the DT here can be used only in combat and it is not possible to save up before a boss. Speaking of, there are quite a lot of different enemy types, but very few bosses (as far as I can tell, 5-6). The bosses of the earlier chapters return as regular foes later on. The story is reasonably straightforward, with the protagonists' logic understandable, and the protagonists themselves likeable (the line upon entering the Monastery was the best). The things I dislike are relatively small annoyances - any mandatory timed traversal challenges with poor camera angles (so it is hard to see whether the next platform is within reach), the inability to have the HP always shown (it is either hidden or "contextual"), the story starting rather slowly in repetitive locations (it gets better later on).