But that’s not even a port it’s the ps2 version. So it has all the language tracks unlike the ps3 remasters.
If it is then I didn’t have a single issue with saving despite the discs problem (though the part where it asked me to connect a PSP to it was cute)
Started Shadow of War after forever, put it on the hardest difficulty and pretty sure I am on a one way trip to permanently fucking up my game to where I won’t be able to fight any of the bosses. Nice job @BustedAstromech
I went back to Baba is you since it got a new update with a new world map and 150 new levels
Noticed that another mode was also added previously : a « museum mode », with deleted levels and dev commentary.
Tried a puzzle that had as dev commentary « This one had promise but it was too easy so I removed it from the game ». It took me like 20 minutes to solve it. My ego will never recover, I may never play Baba is you again
Finished CV:HoD. The medium ending only took me a couple more hours once I got past the aforementioned roadblock. Then I peeked at a guide to get the best ending (though I already had all furniture, so what’s the difference really?).
what a weird game
The game starts off really strong and is such a treat in so many ways that it’s just so frustrating that the map design just unravels and turns to mush during the mid-game. Navigation was never confusing to me so much as it was irritating. Something like two-thirds of the fast-travel/dimensional-portal rooms are locked behind a late-game key, which feels deliberately malicious considering the amount of dimension-hopping and ping-pong-backtracking the mid-game requires you to do. CotM was much less hateful in this respect.
Visually, it’s a treat, with the garish colors, copious raster effects, classic-CV-ish grody tilework, and modern large-scale pixel work all working in tandem to provide maximum visual stimulation — much more interesting than CotM, whose entire world felt like it was made out of 32x32 pixel prefab blocks (nice blocks, I’ll grant it that). Pity that the visual differences between the light/dark world are often only a matter of color palettes. The Clock Tower set some very high expectations there that were just as quickly dashed (I’m looking at you, indistinguishable caves).
(I will say, in CotM’s favor, I greatly missed all the breakable walls hiding secrets. HoD never rewarded those particular metroidian brainworms of mine.)
The balancing with the levels and stuff is weird, because they very clearly do that thing where the amount of experience enemies give you decreases as your level increases to prevent you from grinding on low-level mobs (pretty sure after a certain point nearly every enemy gives you 1 XP), but the experience curve makes it hard to feel underpowered outside of some bosses. Wondering how the game would fare if it borrowed CotM’s thing where early areas would eventually get high-level enemies.
I thought it was funny that you have, like, seven different item menus, so when you pick something up but weren’t sure what it was you have to sift through a bunch of menus to find it.
I also found it very funny that the largest room in the game (by a factor of two) has you racing a bowling ball going through an absurdly long return mechanism — and that they loved the idea so much that they put it in both castles.
I love the merchant.
Soundtrack owns.
all time banger right there
he likes boats and wants to adventure. the time period in which the game is set boats are the fastest form of travel between continents so he doesnt really have a choice. also its a running gag i guess
this was my first thought sorry everyone
on the nautical subject, in ys viii you can have adol wear a sailor suit the entire game
I have bought and refunded Subnautica before, but for some reason I keep looking at it and thinking I should give it “a fairer shake”. Since it’s on sale in a steep way I’m thinking about doing it. But not sure… has anyone here had fun playing it? I want to explore the depths and look out glass windows from my station into them.
ehehehe
I liked it but the best part of the game is the early game where you can head in any direction and discover cool new sea creatures, and take risks to dive deep and see if you can grab better resources earlier than you’re supposed to. It gets dull when you’ve seen most things and you need to revisit the same biomes over and over to progress. If the start didn’t grab you, I wouldn’t advise you to play it longer to get to the good part or anything.
Trying Pikmin Bloom. Love this loading/title screen and wish the rest of the game looked anything like it
I’ve had friends addicted to Subnautica very early into its release. I hear it’s only gotten better, but haven’t played it for myself yet. Every once in a while I’ll watch someone stream it, so I think for that experience alone it’s worth playing just to show a friend.
I think I prefer Pikmin Bloom to Pokemon Go as an AR walking game thing. So much less stress and weird chance-based nonsense. I just don’t stress when I look at it. There’s only so many pikmin types so I’m not constantly hunting for favourites.
The game is 500x better if you give unique names to each pikmin.
I really liked Subnautica a lot. It makes a huge difference for a “survival game” (which I tend to hate in general) to have directed goals that propel you toward an actual ending, so you’re not just building up your capacity and expanding for the sake of it. Contra Broco, I found that every time I ventured deeper into the next layer it was thrilling and terrifying, with a lot risked on the line. I never found myself backtracking overmuch, though you have to be somewhat clever about using all the tools the game gives you to minimize repeat trips.
I mean, I can see how it is cool in theory, and all of the surrounding accoutrements give a nice semi-simulationist affect, but the fact that at core the thing that it’s really demanding is mastery of Asscreed combat gives the whole affair a very limp fish feel. Like why am I trying so hard to be good at this self-evidently crappy thing.
Learning the ropes though, have managed a few successes. Just running away is very effective and often recommended.
it’s easily among the best of a very dull genre, the setting and progression loop are about as much in concert as I can imagine
I didn’t like it quite enough to finish it, the basebuilding and/or writing would’ve had to have been 25% better for that, but it’s easy to recommend (especially since it was iirc epic’s first giveaway before those became like, a regular nuisance to stay on top of)
I also really, really hate the LotR license and think it is a horrible fit for the game, though that’s just sort of like… capitalism’s fault
but don’t you see, shelob had to be a generic lady instead of a sexy spider because
Yeah, the combat model helps make big groups fights doable but doesn’t scale with player skill beyond a very narrow band, so I found the interest coming from induced chaos and strategic plays, picking recruitment targets and matching weaknesses. Setting a ridiculous difficulty level forces you into the strategy game and helps induce moments of panic – the hunter enemy archetype doesn’t really work in normal play but becomes really interesting when he can take out your progress.
If you make it to Chapter 2 and the full army recruitment opens, you’ll get the full guerilla campaign, which really does feel like a campaign under these conditions. A simple plan almost always meets enough failure to generate interesting and stressful work to keep your head above water.
Switching combat models was a big win on the next project but since that was cancelled…they moved back to comfortable Arkham/Assassin’s combat even as I told them it was a terrible idea. Oh well.