they just sound like timed hits to me
this game seems like my absolute fucking jam lol im glad people here are playing it cuz ive been rly intrigued
im just glad theres finally a J(F)RPG starring tired 30 somethings
they just sound like timed hits to me
this game seems like my absolute fucking jam lol im glad people here are playing it cuz ive been rly intrigued
im just glad theres finally a J(F)RPG starring tired 30 somethings
I can guess what happened to Expedition 41.
Does the character design get… OK… at any point?
Like neat it’s not teens and shit, but like… they all look like skinny out of shape middle aged people with scruffy hair
yknow, now that u mention it, it would be really easy (“easy”) to make a shitload of expansions for this game where u play through as previous expeditions. i’d love an expedition 60-something cos based on their flags they got an awful long way for old-timers.
I honestly wasn’t prepared for how much this started to feel like Nier, since that wasn’t coming through at all in like the first couple hours and then it gets progressively more and more Nier, to the point where I think it was a massive influence on them.
It feels a tiny bit disappointing having already played Nier but I still like so much of what it’s doing.
Didn’t they already make a sequel to nier?
The only trailer I watched of this game screamed Nier so much that I was wondering how no one was talking about that, so I guess the trailer was accurate.
i haven’t played nier or nier automata so it’s all new to me so far. some trans people i know rly like the latter so i guess it’s on the list for ‘someday’
i’ve been out of town this weekend but we did beat the first real boss of the game today, i’m growing to enjoy the combat loop now that the systems are making more sense to me. at worst it’s like pokemon tier, the joy of efficient resource stewardship. and serves as a nice something to do in between floating around the map looking for secrets and triggering cutscenes.
Just finished Act 1. Goddamn they
killed Robert Pattinson
These motherfuckers all have some honkin’ big heads
runner-up thread titles:
-Bienvenue à Gay Parry
-En God (FR
FR
)
Cannot believe I am enjoying this game…it is a shock to me…
I’m playing this now and I’m impressed with it so far. The intro part sets a nice, gloomy tone.
Unfortunately, to get the more generous timing windows for dodging I have to set it to story mode and that also seems to make most enemies do trivial damage. I wish those were separate settings so I could be required to strategize but not to do anything with precise timing. Funny how the accessibility menu lets you disable the Super Mario RPG-style attack timing when it’s the other side that’s going to present players with issues if anything.
The environments look good but they use colors and effects a little too much, like Ori and the Blind Forest did. I like that the game rewards exploration with areas you can miss, but it also does that thing where every alternate path has a treat at the end.
I wonder what the explanation is going to be for the protagonist getting hit with the same attack that instantly killed others on the beach but him and a couple others waking up in other places. It can’t be that everyone killed in that way is actually getting teleported given all the bodies. I guess I will see.
I’m consistently surprised how they manage to make the fairly punishing dodge timing work with the combat strategy – like you would really expect that to cheapen it and it doesn’t
I also think the dungeon design really does its damndest to land somewhere in between, like, final fantasy and souls layouts. every aspect of the game is like “enough better than baseline to be compelling”
yeah I expected to hate the combat and its actually really satisfying to figure out the timing and internalize “this is how I fight this enemy” etc
(nb I am a sicko who thought sekiro was from’s easiest game since cookie and cream but that parrying was too hard and punishing in bloodborne)
they are very readable as such. if you’ve paid attention to ‘cyclic dungeon design’ you can spot the telltale signs of “this is a route I’ll reach if I keep going forward on the main route” like seeing a treasure on a cliff face. It’s honestly refreshing to play an frpg where the fundamentals of decent linear dungeon design (which from has worked so hard to develop over the years) are so present
Haven’t played this, but I saw a video the other day that said all enemy attacks use the same sound cue for timing dodges, parries, and jumps against.
Also, I’ve seen Gustave’s resemblance to Robert Pattinson mentioned a lot. I also think Lune looks very familiar—is she modelled after some celebrity too?
they use a similar (but not identical) cue and the timing between the sound cue and the attack varies by enemy so its not a ‘react to the sound’ prompt. Some attacks are easier to predict based on animation and others based on sound
yeah, sound queues are particularly important for floating/flying enemies, who tend to have very clear audio tells but very little in the way of visual wind-up. altho there have also been floating enemies that slow time just as they attack, which idk if i like.