Tearaway Unfolded is fucking gorgeous (no small feat since the Vita original was already pretty as hell) and has more personality before you unlock jumping than any full game coming out in the next few months. and it makes gifs! it's the perfect game for our dumb era of social media.
I'm tentatively excited about that one but I've never found media molecule to be very good at game design (as opposed to visual design which they are wonderful at) and I'm not sure if I'd find it a little too twee. thoughts?
it has a demo (both Vita and PS4 versions). if it strikes your fancy, go for it, but it's not a substantial game and maybe a bit more style than substance, but still fun. _________________
gave the demo a go, it's not for me, but I am nevertheless impressed. I'm actually recalling a presentation Mark Cerny gave circa the PS4 launch about how dev overhead has increased exponentially over the past several generations and they want to bring it back to the PS1 level, and I swear they've actually succeeded in restoring a PS1 level of "quirky," inspired small games from all over the place. sony is doing a hell of a lot of things right. I know a lot of that is just good middleware and asinine perceptions about "downloadable" titles changing and so the bone winds up doing at least two-thirds as good of a job by proxy, but still.
I might also just be exceptionally impatient since I'm sure they wanted to save the big reveal for, like, 45 minutes into the game, but I didn't think it did them any favours to set the introduction in the dark, at night
I regret buying the Vita game because while it did manage to be visually novel/dense and accessible, it was completely uninteresting to play as Rudie mentioned. The game was just a procession of "adorable" moments strung together to keep you stimulated and nothing else. Just go buy a case of party poppers instead and go to town with them for a while, let the Brandon Boyer twee army buy this rubbish.
hopefully it's not breaking NDA to tell you fine people that Gigantic is a cool game and you should sign up for the beta if you have an Xbone or Windows 10 installed and like the MOBA
it's probably the closest the world will get to a proper successor to Monday Night Combat (no, Super MNC, you don't count)
okay, so it was breaking NDA to tell you fine people that I'm in the Gigantic beta but they just loosened that up so now I can talk about the game without getting the business
it plays a lot like a character-action game-lite with vague domination-play type objectives as interpreted by a MOBA. essentially you fight over 6 points on a map to power up your guardian to make the other team's guardian vulnerable, at which point you have to damage (so you have to have some offense to win instead of coasting on the guardian doing work). even though the game doesn't have a time limit, it has an organic mid- and end-game since the constant back and forth will trigger the Clash, at which point the game turns into a team deathmatch, as kills now power the guardian up.
there's no minion waves, and thus any need to push them and multiple ways to achieve powering the guardian up. it actually has a lot in common mechanically with Heroes of the Storm as there's a focus on teamfighting and you alter your skillset with choices similar to HotS talent system, usually focusing on damage/speed or utility/defense.
combat is fast and focused on managing stamina, which governs attacks to an extent, jumping, sprinting and dodging. even though there's a decent amount of characters slotted into the usual game archetypes, balance doesn't feel wonky because you can outplay the fuck out of people with careful movement and skill use. it's a lot like MNC where it's an action game first and a base race second.
probably my biggest criticism so far is that there's a definite lack of feedback; it's hard to tell when you;re stunned or taking damage or getting interrupted and even with only like, 16 or so characters, it feels like they have their bases covered with most of the major mechanics employed in MOBA characters.
I like it and I kinda want to throw money at it, even though I don't throw money at F2P thingies, though I accept that the PC version at the very least will be hamstrung by the Windows 10 requirement (which is odd as the client is still DX11 and seemingly the requirement comes from cross-platform play with the Xbone) _________________
Since I haven't yet been able to get my hands on both parts of MGS5, I've decided to satiate myself with Metal Gear Rising instead
I was really skeptical, but you guys (and The Internet) were right: it really is a pretty rad game, and almost makes up for MGS4. It's one of Platinum's better titles in its own right (not quite Vanquish, but at least on par with and maybe better than Bayonetta), but the Metal Gear elements are incorporated surprisingly well. The codec conversations are some of the best in the series. Kevin may be the bro-est (in a good way) radio support character in any game. It's kinda neat that they incorporated the Casshan robot-dog buddy concept that was left on the cutting room floor for Vanquish, too.
I still think that Raiden should never have been brought back after MGS2's ending, but given that MGS4 went ahead and did that anyway, Rising does about as good a job redeeming the character as can reasonably be expected. _________________ Just another savage day on Planet Earth.
her story is phenomenal. can't believe I waited this long to play it.
also, agree wholeheartedly with gatotsu w/r/t raiden as a character and revengeance, though I'll note that my opinion of the original bayonetta increased substantially after playing the sequel, in that I realized how much I actually like the characters and the narrative themes in the first one, and I no longer think it compares unfavourably to DMC3 save for the bossfights and the more-aggravating-than-satisfying way the rating system rewards high level play w/r/t hidden encounters and not dying.
also, this gives me a chance to plug both of the only two "mods" I've ever finished to my satisfaction: my DMC3 PC sunset rubdown soundtrack replacement (https://copy.com/7BMebIee8SSj9W6p) and my MGS4 movie re-cut (https://www.youtube.com/watch?v=QMzwrt30Xv0).
I also keep meanign to say something about Reprisal Universe. It's gotten pretty repetitive, but I'm still doing a plenet every now and then. I thought they'd be a bit more to the game strategically, but I never played Populous much so maybe it isn't so good either. One thing I like is that after you do a map you can leave a 'legacy', which means you have a certain amount of pointsmoves to terraform the map, and other players can see what you leave. This can also be used to help or hinder other players by making or destroy paths.
There are times where I'll see a game trailer in the news thread and actually want to try the game so I'll mentally put up stop signs at anything resembling spoilers beyond that video. Often getting around to that game ends up a bad time.
So Child of Light is... a thing.
I stepped right onto stairs and hopped up and started hopping backwards and realized they're actually a slope instead of steps and it's that kind of physics engine. Okay. Then I screwed around for a while, took in some nice illustrations, picked up a sword and WHAM! Pared down Grandia fight scene popped up with music far too much. I laughed and just wanted to turn the damn thing off. Then a level up complete with a bunch of stats followed by a skill grid except haha just kidding it's linear. Did some suit just look at this game go this is cute but we need combat but I don't want to spend anymore money do it guys!! Why is this even here at all?
I found a heavy wood pushblock in a room full of pipes that seemed to be tied to making lots of steam venting sfx when landing on it for some reason. I jumped on it for a few minutes. That was fun.
Are the controls on versions other than Wii U about as awful and unconfigurable? I just want a real tight walking simulator. That's all.
=====
Finally also got to Shovel Knight. Rudie I think I understand what you meant but I also feel like there are way better ideas out there when they're not trying to be indie bros. games (I really wish we did away with achievement systems unless they're parodies.)
The play is great, enjoyed the first half a bunch! Just got sort of tedious much later on. Love autoscrollers? No? Oh well have some! How about another wind puzzle? No?? Okay here's another autoscroller. Oh hey what do we have here? It's Mr. Ice Physics! Game would've been much stronger if they just did away with gold, or least made subgear that had fun ideas (instead of things like let's give you ice physics EVERYWHERE! Just like Amiga it'll be great!) I tried to use them as little as possible tho the fishing pole was nice.
(come to think of it, currency systems tend to fall apart when the game isn't a strict linear arcade environment.)
With the exception of how the boss rush was handled, loathed the endgame. Really wanted to stop there, only went downhill. Didn't help that the rain background with green/purple palette was actually hurting my eyes a lot! The kisser was the black knight's non-hint. The game had spent a bit of text boxes laying thick hints throughout, and finally when you best the black knight's final form, he say's to the effect of if you lay a hand on her, so help me god... which I took as meaning don't hit the final boss with your direct attacks or you'll get a bad ending or something. For a few hours, it didn't go well. Even after that felt really dumb.
Game could've been shorter or more open or both. I don't want to touch it ever again because of that end tower.
I remember being impressed by how hard the localization was trying to write around some of the creepy maid cafe fetish dialog in the OMURICE scene _________________ http://www.mdgeist.com/
let me also point out that Sachi would still be alive if Kirito had opened his damn mouth and went "this is such an obvious trap you fucking idiots, who the hell rushes a lone chest in any empty room. also, I'm like, violently overleveled" but now we're getting into arguments best saved for the animes thread _________________
Put a little time in the Plague of Shadows expansion of Shovel Knight.
Seems pretty nice, navigating the environment might be the biggest challenge so far. For example, getting through the magic book part of King Knight's stage was trickier, as I had to wait for the burst to charge to let me clear the jumps instead of straight bouncing off like Shovel Knight can, the enemies tend to be easily dispatched with bomb spam though. The bombs themselves are pretty neat, you pick mix different parts to get different effects, so picking the right combo for the situation is important, though it is kind of clunky.
They also did an interesting job on using the existing elements, for instance Plague Knight doesn't use Shovel Knight's relics, but you still can get them in new sections of the stages, and then trade them for stuff you can use to the guy who gives them to Shovel Knight. I also enjoy watching Plague Knight contort a little to fit in the Shovel Knight shaped rotating walls.
Kind of feels like an alternate character mode in an Igavania, but a very well polished one.
Dead Island stuff is freeplay on Steam this weekend. I played Riptide for 35 minutes. this is not a mistake I will repeat.
I think Dead Island actually takes the crown for #1 worst AAA Activubisoft "open world" game, which is really saying something. _________________ Let's Play, starring me.
Joined: 12 Dec 2006 Location: The otherwise central zone.
Posted: Sun Sep 20, 2015 5:25 am
I played Rocket League with SB people yesterday and it was the best. We ended up with three of us left at the end, so me and Milkman played 1v1 and Ketamine Kazoo just tried to disrupt both of us. Pretty good secret game mode.
Dead Island stuff is freeplay on Steam this weekend. I played Riptide for 35 minutes. this is not a mistake I will repeat.
I think Dead Island actually takes the crown for #1 worst AAA Activubisoft "open world" game, which is really saying something.
having actually beaten the original back when it came out (thank you Redbox), it's not even open world enough to compete withe annual Ubisoft checklist simulators, it's not interesting as a Borderlands/Diablo-type action RPG and the combat is just not fun
Riptide is more of the same, except that reviews have painted it as a cheap, cynical re-use of assets to cash in on the first selling well, so I can only imagine how bad that gets. _________________
Well I just read today that Guerrilla Games hired the lead design guy from Dead Island to presumably work with them on Horizon: Zero Dawn so I guess brace yourself for a bunch of bullshit in your Westernized Monster Hunter. _________________
there's a lot of hype for that game but i have been skeptical all along. giant metal dinos without a hint of camp feels way off to me. it just looks ultra generic and uninspired. besides, dragon's dogma is coming to pc, so who needs it? _________________ letterboxd | last.fm | steam
Well I just read today that Guerrilla Games hired the lead design guy from Dead Island to presumably work with them on Horizon: Zero Dawn so I guess brace yourself for a bunch of bullshit in your Westernized Monster Hunter.
Well I just read today that Guerrilla Games hired the lead design guy from Dead Island to presumably work with them on Horizon: Zero Dawn so I guess brace yourself for a bunch of bullshit in your Westernized Monster Hunter.
....but it looked so neat
Well, I mean. It still could be. I don't think they actually said he was going to be working on Horizon. He could be doing something else for them. _________________
well, although i've read a lot about its design and read about how good/important it is, i've never beaten smb3 (or even gotten past world 1, tbh) so i'm giving it a real try via super mario advance 4.
general thoughts:
just the simple action of playing the game is satisfying! this is, to me, one of the marks of a really good game
there are soooo many ideas in this game. i just cleared world 5 and i'm still coming across new enemies and mechanics every few levels. it's neat, but also kind of overwhelming -- i'm getting a lot of deaths just from encountering things for the first time and not knowing how to interact with them. at world 5 i'd like to be gaining confidence in my abilities and encountering deaths-from-misunderstanding a little less. still, it's neat that the game feels like a sketchbook where they tossed in a whole lot of neat things just for the hell of it
i suck at platformers and i die all the time and i wanna say that part of it is the screen size or that part of it is not being familiar with the game at all but really i just suck at platformers and my dreams of someday beating smb2j are being blasted into oblivion bit by bit
i've also been dipping into the gbc mario tennis game, which i loved as a young kid and haven't touched since. it's a tennis rpg! by camelot, the golden sun team! it definitely makes the game more interesting than if it was just tennis matches. the rpg element isn't very deep, but you level up yr skills and can change equipment and there are people to talk to and training games to play on yr little tennis campus.
and the matches, wow wow wow maybe they're not super special but the sprite work is very cool (you play against dozens of unique opponents, also this is maybe a really thing to say but the tennis ball and the scaling effects are so smooth and good) and the strategic depth/physics are awesome! i am just super impressed at all of this, it's so incredibly charming and the color palette really encapsulates the gbc look for me.
all i remembered about this game was "it was cool" and "that's the game i was playing the first time i heard my grandfather say fuck" so i'm glad it's holding up pretty well, hopefully it will continue to do so as i play through the story and try to smack down mario tennisman himself.
for some reason, I am suddenly determined to clean out the backlog of games I've already started (so, yay, no going through a pile of PS+ and XBL Gold freebies). I finished Touch My Katamari yesterday (it's like the original, except not as good or charming) and just got around to beating Muramasa Rebirth today (okay, well, I only finished Momohime's story but the game gave me credits so fuck you I'm counting it), but I'm going to have play that again because they unlock a 1-hit mode and I feel like banging my head against the wall trying to do that.
probably going to go beat KZ Shadowfall and Transistor next, then maybe Wolf:TNO (which I have to start over because the Steam cloud ate my saves when I did an OS reinstall). then new Strider. and Puppeteer. and, uh, well, there's more. _________________
Accidentally stayed up all night doing a "quick" second playthrough of UNDERTALE to see the true ending. I'll try to come up with more coherent thoughts later, but, there's some really, really good intentional manipulation of mechanics in the service of (a pretty decent and funny!) story going on here.
This game might be kind of a "kindred spirit" with something like Nier, if that makes sense?
The True Ending features one of the most difficult Moral Choices I've ever encountered in a Videogame. And also, the funniest _________________ http://www.mdgeist.com/
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