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Everything posted by Nordicus
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Yacht Club also put the music of the trailer, the isolated vocals, Clockwork Tower theme (all hail Jake Kaufman) and 60fps 720p version of the trailer on their site Seriously, listen to that Clockwork tower theme. Makes me wanna buy the OST
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I think they shot themselves in the foot with that animation style and showing gameplay while it still looks like Rock 'Em Sock 'Em. I don't know. Might be bad, might be ridiculously awesome
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Bit of Valdis Story: Abyssal City Once you get the dash cancel, you'll honestly very rarely block ever again Here's me air-juggling 3 guys at once. This is about a nano-second before the Thunder Zealot retaliates with a combo breaker and I get my *** whooped, because they don't like getting air-juggled I lose this fight but go out with a bang anyway
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Valdis Story: Abyssal City I'm on my 3rd playthrough with this new metroidvania game, playing on the hardest difficulty. I'm trying to get a complete 100% run (well, as much as I can, some magic and armor upgrade components are limited). Trying to get an S-ranking on Shu Gohth bossfight has made my fingers ache like mad. You get ranked for time, number of hits taken and number of health potions used, and you need a minimum of 2 S's and one A rank to get best rank and reward. On Godslayer difficulty (Very very hard), I often have trouble simply surviving through the boss fights, let alone doing it with style and efficiency. Bloody love this game though. Has a larger number of proper, balanced combat options than your standard metroidvania
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Mate, I know quite well that it's the hip thing to do today, but even with that Lords of the Fallen is going mental with the Dark Souls name drops
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What, you don't know what the gameplay is like when they keep mentioning Dark Souls in almost every interview with nothing to back their claims? I mean, emulating the kind of feeling Dark Souls gives you when you play it, is an easy and straightforward task right? RIGHT? ...right?
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Ys: Oath in Felghana It's technically an action jrpg, but the progression of power has so little meaning (except making backtracking to earlier dungeons easier) when you just dash through levels and equipment when you're underleveled in an area, and all progression almost comes to a halt when you're even slightly overleveled. So whether you beat the next boss in 3 tries, 10 tries or 100 almost depends on your playing skills alone. This is a really fun and straight-forward action game with some really well designed and tough boss encounters, which most surprisingly of all, works really well with mouse and keyboard even when it looks like such a console game. Also it's kinda nuts. I got my first block move after halfway through the game... in form of a magic earth-elemental tackle. That's like when you get your gliding ability by using your magic spin slash while jumping. The game is absolutely expecting you to use these attacks for utility purposes
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Oh, there is a third, and a fourth Can you say "Man, this AA12 feels so good right now"?
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Oh, it gets even better. EU PS+ subscribers get Remember Me next month basically for free. Then again, same for Revengeance and I think that actually was a success
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I imagine Glee creators' replies to accusations of them stealing Johnathan Coulton's "Baby Got Back" cover when I read this. They didn't even give him as much as a mention in the credits, which makes it rather funny.
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Knock-Knock Ohgodohgod, the first 2 hours the game has been taking it easy on me. Now the Ice-Pick Lodge staple, newbie-wrecking resource management element, is back. **** just got real
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It's a fairly standard thing... for an action game. So far, I've been more annoyed by the story-related reveals than gameplay with this game. There was definitely some iffy stuff, but Garrett can climb on shelves and do aerial bonkings, you have to actually stand close for a sec to pickpocket, you check painting frames for switches rather than know it almost automatically by the highlight color, Garrett has way less broadhead arrows compared to the first two games (I was often walking around with 30+), etc. For a second, I was somewhat optimistic that they'd manage to think outside the box and probably improve stealth along with secondary playstyle options rather than move emphasis away from it. But if the difficulty setting merely affects combat mechanics? They're approaching this project from a really bad angle imho.
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"Classic", yes, "cult classic" no.
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I honestly did not disconnect myself from Walker after the white phosphorous like you seem to have, probably because I did not really see it coming and had a proper "Oh god no" moment during the reveal that I had burned civilians. The difference between Walker and player was always supposed to be blurry, and if you continue on with the game, you're in a sense having the same reaction as Walker, "We have to move forward". The game repeatedly reminds you of this event plus the accumulated number of smaller ones, you're never meant to forget that you've done all this or shrug it off. You carry it. You're seeing all these visions Walker is seeing, Konrad breaks the 4th wall explicitly with his questions and the loading screens messages get hostile towards you. I personally think the game is in a way punishing you. I chose to shoot Conrad in the end. My rationale was "why would I shoot myself and take the coward's way out of responsibility? If my fate is to die here, then let the Dubai citizens do it. If not, then I'll just live with it" It's pretty obvious that a narrative too much like this wouldn't work since this was a pretty direct critique of linear and brainless modern military shooter campaigns. It is interesting how we both had such different experiences with Spec Ops and our views on Walker are very different, yet we both came out impressed with the game and what it did
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You're absolutely right. When the reasoning is simple "I'm not doing this. I'm not going to play a game that forces me to do this" then one can not really judge that person if it stays as this uncrossable border for them in any game. Not just Spec Ops for some arbitrary reason But when you're forced to do something horrible, you then actually do it, then aren't ready to face the deserved negative consequences from this action and yell "What is this bull****? This wasn't my fault, why doesn't game give me an option that feels less horrible???", that is when this game has failed to reach you and teach you anything.
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The message is mainly about the games and other military-related media, but the game does make the players ask themselves a few questions and share some of the blame for the status quo Have you possibly listened to Walt Williams' (spoiler-filled) GDC presentation We Are Not Heroes: Contextualizing Violence Through Narrative? I thought I had spotted most everything in 2 playthroughs (bloody short game), but Williams still managed to talk about a few details in Spec Ops' presentation and message that went over my head. It is. The methods they use to convey this are a bit shaky, especially during that scene, which caused some players to ragequit the game entirely
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Ya kidding me? Who am I kidding, of course you are
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I honestly want to see if Walt Williams is on board before I start saying anything about their next shooter. Spec Ops: The Line is definitely a cult classic by now, but if they were somehow encouraged to continue with making games where the narrative and its messages are supposed to catch you off guard and/or deliver specific kind of critique, then you need talent to back those ambitions. Not to mention that the Spec Ops sales numbers weren't exactly flattering either, so maybe they'll play it safe this time around instead of being risky, which they really were with Spec Ops Spec Ops' lead designer now works at Spark Unlimited (yes, that notorious Spark Unlimited), and Richard Pearsey (writer) is not listed with anyone on LinkedIn As much as I loved Spec Ops, there's no telling if the lightning will strike twice
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That's actually quite the great opening. Reminds me of Paranoia Agent somewhat http://www.youtube.com/watch?v=QtWJM25FwU0 Anyway, it's nice to get some weekly Hajime No Ippo again, it's been forever
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WTF IT'S ALREADY OUT??? Thanks for making that post Melkathi
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Look at the bright side, it looks like Thi4f's Awesome Button Mode does not regen very quickly if at all. So think of that Focus Mode meter as Garrett's bladder and take a nice slow-mo piss in the corner before every heist.
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Morrowind Wow, all these years I thought Gaenor was the one exceptionally difficult bossfight. Gedna Relvel eats him for breakfast with the 4 (or 5) digit HP, one-hit kill spells and immunities like no other. Sure she's not 100% immune to paralysis, but poking her 20 times in the face with a Daedric Spear, hitting each time but not moving the HP bar an inch, is so insanely depressing. Good thing this is an optional quest. Maybe I'll come back later when I've accumulated even more overpowered gear
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I disagree. The emphasis of South Park has maybe shifted from random toilet humor and elementary schoolers' weird adventures to parodying and present events and (pop) culture. The toilet humor and sometimes Earthbound'ish adventuring is still there, but it's kind of become a method through which Trey Parker expresses his cynicism. I'd call The Last of the Meheecans one of my favorite episodes, and that's season 15