michael madsen, satan assassination, gals with robots arms, thrilling bank heist
Also, militant orders of nuns which is my favorite
the micro design stuff is so good, Iâd love seeing them try to do something like making the biggest single level they could and making you earn money to work up to the big challenge
trying to think of another game whose micro was so much better than its macro
Galak Z is up there
MGSV
MGSV was a beautiful baby and I love it dearly for how much story was told through systems design
neither of these examples come close to resident evil 6, come on
the âoriginal game plusâ mode makes this sound like dishonored and knuckles, which I am into
mostly I just want one of these games to feel as flexible and replayable as they deserve to
Billie Lurkâs sword looks like it was made out of horse shoe rasp.
I guess itâs just the general assassinâs sword from the series as a whole/Daudâs but you know.
The weapons sometimes have touches that glance off a actual human history like this. They tend to fall apart if you think about how that actual history came about and the Game World but you know itâs cute I guess idk
I only had a tiny bit of time for this last night but so far it actually fixes every one of my problems with these games: No identical mission structures, no semi-broken mana system, no overly disincentivized killing, no boring upgrade trees and obvious objective markers. And presumably not the poorly told narrative of the second game either. Also you have basically no regular combat powers other than the teleport which incentivizes use of the traps and whatnot which I thought were always underutilized.
Apparently itâs five missions long and Iâm really happy about that. It seems like the devs mightâve taken some lessons from new hitman. Iâm really glad this got made! It feels like they mightâve finally done something that exceeds deus ex or thief other than by its text dumps.
In this E X P A N S I O N P A C K you can get an upgrade that allows you to pick up fountain pens and shoot them into the heads of your enemies.
this is reinforcing that Iâd have liked the uncharted 4 spinoff way more than the main event
The Alvaro contract on chapter 4 is completely fucking up my playthrough, anyone figured this one out?
Are you sure youâve killed everybody?
After I found him and knocked him out and stuck him in the chair and had an eerie silent level full of overseer bodies I wandered around checking all of them and found some of them were just unconscious for some reason so I murdered them in their sleep until I got my check mark.
mission 3 is by far my favourite of the âthe previous level, revisited, with a bigger new area behind itâ designs theyâve yet used and I canât quite articulate why
ok Iâm into mission 4 now and the smart asset reuse from the last game really drives home just how much better this one is
itâs really a bummer that this is being regarded as their swan song because sales are down so much on late-360-gen immersive sims, since it literally took a side story to a bigger-budget sequel for them to actually get their production in place to tell a good story with a good difficulty curve over interesting levels
theyâve gotten over almost every one of their design crutches, including the âinteract with object to complete mission objectiveâ button that cropped up nearly everywhere before and made the world feel way too much like a box with a series of human switches in it. refocusing it to âsteal this thing and get outâ is way more conscious of the verbs they already have