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Yeah Prime 2 is insanely good in a Lost Levels kind of way. Ita rougher around the edges but the increased difficulty and more hostile world design is so evocative, and the art design alone...
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# ? Jan 31, 2024 14:11 |
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# ? Jun 6, 2024 14:41 |
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I prefer prime 2 for a few reasons and the prime 1 remaster made me very hungry for a prime 2 remaster Was the prime 1 remaster successful at all? feels like they really bet against it by just releasing it out of nowhere with no hype. makes me worried they won’t bother with a prime 2 remaster.
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# ? Jan 31, 2024 17:15 |
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I think it was an engine test/franchise refresher for 4. I'd love for Echoes and even Corruption to get similar remasters too but I was never optimistic
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# ? Jan 31, 2024 17:24 |
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Fedule posted:The guided mode toggle does one specific thing: it marks specific rooms as containing paths toward the main plot that you can or can't access yet (while the exploration mode still sometimes puts destination markers on your map). What's notable about this is that it's at the same time blunt and handholdy, and also worse than using the in-game screenshot pins, because despite giving everything away straight away it also doesn't actually tell you what's blocking you or is freshly permitted in any room, it's just telling you go here or don't go here and you take it at word with no thought. It skips over something it considers to be a problem without any consideration of why that problem causes people to feel bad - this is because the quintessential metroidvania experience is when you get a new ability and three or four locations you previously visited just float up, unbidden, to the forefront of your mind and you decide there and then to suspend the critical path and go exploring. At the same time, if the critical path isn't one of those locations, or if the player just forgets, there needs to be some kind of method for getting back on track. Great post. Quoting it so I can find it later. I'm absolutely with you on needing to use Google being a design fail, nothing makes me more unhappy.
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# ? Jan 31, 2024 22:21 |
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I hated Prime 2 for making the regular arm cannon feel like a pea shooter compared to Prime 1, to the point where you literally don't even use it and just charge beam, and the second being adding in ammo for the alternate beams. gently caress that mechanic.
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# ? Feb 1, 2024 03:05 |
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Fuzz posted:I hated Prime 2 for making the regular arm cannon feel like a pea shooter compared to Prime 1, to the point where you literally don't even use it and just charge beam, and the second being adding in ammo for the alternate beams. gently caress that mechanic. The beam ammo was the worst part of Prime 2, second being watching the transition loading cutscene.
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# ? Feb 1, 2024 03:07 |
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That said, the orchestrated Maridia music redux in it was great, and the world design was rad until the last section when it tone shifted into Tron out of left field.
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# ? Feb 1, 2024 03:19 |
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Beam ammo was good and sanctuary fortress ruled.
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# ? Feb 1, 2024 04:26 |
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Owl Inspector posted:Beam ammo was good Owl Inspector posted:and sanctuary fortress ruled.
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# ? Feb 1, 2024 04:56 |
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It was a cool level and design, it was just completely out of step with literally everything shown of the Luminoth up until that point. It's like you're watching a movie about aliens with ancient Roman architecture that is half buried in a swamp and being eroded in a desert, and then suddenly you're on a Tau from 40k space fortress with anime light beams and lens flares. The art direction got high in the bathroom and just went ham.
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# ? Feb 1, 2024 07:20 |
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Yeah it's sick, one of the most strikingly memorable areas in the entire franchise
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# ? Feb 1, 2024 11:16 |
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It has that sick music that’s all: bwom-bwom babwombabawom, and then the little woowdawoowdawoowda part comes in.
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# ? Feb 1, 2024 15:11 |
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Fuzz posted:The art direction got high in the bathroom and just went ham.
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# ? Feb 1, 2024 16:03 |
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Also the Luminoth are a highly advanced civilisation who just live like ancient greeks for the vibes, Sanctuary Fortress is just what happened when they actually threw their weight about
No Dignity fucked around with this message at 16:08 on Feb 1, 2024 |
# ? Feb 1, 2024 16:06 |
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Fuzz posted:I hated Prime 2 for making the regular arm cannon feel like a pea shooter compared to Prime 1, to the point where you literally don't even use it and just charge beam,
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# ? Feb 1, 2024 16:08 |
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The boss battles in the new Prince of Persia are the absolute worst part about the game. They’re just obnoxious at times. I wish I had a better sense of when to parry because it feels so oblique. Obviously I’m doing it at the wrong time, but am I too late, am I too early? The game won’t tell me!
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# ? Feb 2, 2024 03:49 |
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Cemetry Gator posted:The boss battles in the new Prince of Persia are the absolute worst part about the game. They’re just obnoxious at times. I wish I had a better sense of when to parry because it feels so oblique. Obviously I’m doing it at the wrong time, but am I too late, am I too early? The game won’t tell me! Yeah they're kind of bad. They would at least be tolerable as memory-exercises if you could skip the dragon ball z moves.
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# ? Feb 2, 2024 05:24 |
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Yeah, I understand there are probably people out there who are all about the boss fights (god knows there are lots of those people with Dark Souls), but I'm more about the exploration and platforming and maybe getting into the right rhythm to deal with individual enemies rather than one big fight. People say they like bossfights as like a final exam of the skills involved with playing the game, but so often it feels like just a whole separate game mode.
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# ? Feb 2, 2024 05:55 |
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I finished up with Momodora: Moonlit farewell in a little under 9 hours. It was a pretty good snack, not too tough, not too long. Certain sigil combos made you practically invincible, but the game didn't feel all that difficult even without them. For a 'vania it was quite linear, you never had that much choice on where to go and the movement abilities more or less just open up backtrack for secrets you missed the first time around. I wish you'd find more grimoires (slots for sigils) a bit earlier, maybe that would've given more room for experimenting. Plot wasn't really very deep (should it be, though), I found myself expecting a twist at the end where the moon goddess was actually the evil one, but no, it was just "This guy's the bad guy because he's bad, you need to kill him" - "Okay" and there we go, not much room for motivation. Can recommend to fans of the genre, the gameplay is pretty standard but it's built well, looks and sounds great and while it's not earth shattering or anything, it's still a fun game. The graphics and OST were excellent, especially liked the boss theme (Harpy attack) and a later-game zone theme (Eternal ascent). https://www.youtube.com/watch?v=E2JABPXv2kk https://www.youtube.com/watch?v=gDGGSpXi8Y8 TeaJay fucked around with this message at 11:13 on Feb 2, 2024 |
# ? Feb 2, 2024 11:11 |
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Cemetry Gator posted:The boss battles in the new Prince of Persia are the absolute worst part about the game. They’re just obnoxious at times. I wish I had a better sense of when to parry because it feels so oblique. Obviously I’m doing it at the wrong time, but am I too late, am I too early? The game won’t tell me! You quickly dont need to worry about that because 95% of moves will be red unparryable ones and the only thing you can parry will be a single obvious 'parry me now for massive damage one'.
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# ? Feb 2, 2024 12:13 |
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There was a single good boss battle in New! Prince of Persia and it's Darius. Unlike every other fight, which all feel overwhelmingly like the product of people who have heard that Devil May Cry is a beloved series of action games built on combos, precise parrying and dodging, and gradual mastery of an encounter, but have no real understanding of how to build and structure such an experience even after mechanically copying the toolset quite satisfactorily, Darius feels like a boss that someone had a goddamn vision for. Someone had thought through a plan of what this guy is about, what the fight is about, what you will get hit with, how you will respond to seeing these moves for the first time, how (this is the really important part coming up lads) a player is supposed to conceivably get from being overwhelmed to comprehending to understanding to mastering the fight, also it has a characteristic vibe and presentation based around one of the certified best platforming modes in all of video games, and, oh, right, his gigantic sword hell moveset is also loving telegraphed, in a way that makes it possible to consistently react to once you get a feel but also in a way that leaves exactly the right amount of variance where when you aren't used to roughly the kinds of things he can do you might still get caught but once you understand what might be coming it becomes possible and rewarding to be thinking a step ahead. Also he has a big flashy ultimate which you have to use all of this theory to fully dodge, and once you do that, you then get to parry the last hit into your own cutscene counter, which feels good as gently caress. This is also a gigantic game design failure because the best boss in the game is supposed to be
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# ? Feb 2, 2024 12:14 |
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Sakurazuka posted:You quickly dont need to worry about that because 95% of moves will be red unparryable ones and the only thing you can parry will be a single obvious 'parry me now for massive damage one'. Yeah. I didn’t parry on bosses other than the yellow one. I just jumped around and dodged. Sargon does a lot of damage relative to their health. I just blasted damage on safe spots and sometimes on non safe spots because I knew I could take a hit. Athra surges melt their health. Most of them will sit there and eat your arrows. My amulets were all +sword, arrow, air, athra damage. I never really had to master any boss move sets (on normal.)
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# ? Feb 2, 2024 15:39 |
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impressions of the Tales of Kenzera: Zau demo out on Steam, anyone? (I'm traveling for the weekend so won't be able to try it until I get home). Thought the reveal trailer looked really great
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# ? Feb 2, 2024 16:41 |
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SlothfulCobra posted:Yeah, I understand there are probably people out there who are all about the boss fights (god knows there are lots of those people with Dark Souls), but I'm more about the exploration and platforming and maybe getting into the right rhythm to deal with individual enemies rather than one big fight. I'm the exact same way. I really just want to do platform and traversal stuff with new gadgets and don't actually want to fight any monsters or bosses at all. I had so much fun playing Pseudoregalia because the combat was so limited and it was all about getting across the map. Wish there were more games like it.
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# ? Feb 3, 2024 03:39 |
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The one thing I’m absolutely hating about the new PoP is the bullshit hard platforming sections, and your rewards are a new skin or a little money. There’s a lot the game does right, but then it starts doing things to punish you and the rewards don’t match up. I feel like the game needed an additional polish pass to clean up a few rough spots.
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# ? Feb 4, 2024 18:13 |
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Yeah for sure, I've attempted the one little room where you have to dodge different patterns of rotating saw blades moving across the room for what seems like forever, tried it like a million times and finally gave in and looked at YouTube to see how close I was to the end. Then on the video I saw that the reward is just a pair of pants and that killed my urge to try it again. Though it's relieving if anything to think I'm not missing anything. Which as somebody said is probably the point of putting useless rewards behind the hardest challenges, but of course most of the time there's no way to know the reward without beating the challenge or looking it up. Also when entering a new room I got a tutorial prompt for an ability that I don't actually have. I must have done a very minor sequence break, felt pretty cool. (The "night temple" on the right side of the upper city, which I guess I was not supposed to be able to enter without the grappling hook-like ability, but I got in without it using the chakram teleport. It gave me a prompt saying press R to pull yourself to enemies with the grappling hook, which I don't have.)
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# ? Feb 4, 2024 18:56 |
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SlothfulCobra posted:Yeah, I understand there are probably people out there who are all about the boss fights (god knows there are lots of those people with Dark Souls), but I'm more about the exploration and platforming and maybe getting into the right rhythm to deal with individual enemies rather than one big fight. Yeah, even in the souls games I think the bosses are the least interesting part, although I think I'm in the minority.
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# ? Feb 4, 2024 19:45 |
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Falcon2001 posted:Yeah, even in the souls games I think the bosses are the least interesting part, although I think I'm in the minority. Personally, I agree. In Elden Ring, I loved running around and exploring those twisty paths, or running around some rooftops to some obscure ends. Boss fights always felt like a roadblock I didn't care for so I tried to do them in the simplest and cheesiest ways possible. In the end, I reached the final boss, felt it took way to long to fight and didn't even bother to retry it after I barely lost the first time. The "story" felt poo poo too, so I just felt like I had found everything I cared for in the game at that point and had no urge to complete it. By contrast, I spent quite a while on the optional superboss, before that. That felt just way more fun to fight. cant cook creole bream fucked around with this message at 23:05 on Feb 4, 2024 |
# ? Feb 4, 2024 23:02 |
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Jesus Christ, did Ubisoft test this? I’ve encountered multiple issues that are quite common where the game freezes up after accepting quests. Thanks for fixing the character with 8 lines of dialog being voiced by tts, but not taking care of your game breaking bug. I’m glad you got your priorities straight. Seriously, this game needed another couple of months of polish. Edit: it’s really frustrating seeing on Reddit that other people are hitting the same error as me on every platform. I can accept bugs that happen rarely, but when scripting breaks the game commonly, and I have seen multiple bugs in that area, it really raises the question why did this get missed when all I did was accept a mission and that broke the game multiple times. Cemetry Gator fucked around with this message at 04:14 on Feb 5, 2024 |
# ? Feb 5, 2024 04:00 |
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The game definitely feels unfinished. Bugs, half assed sidequests, big empty areas, characters disappearing from the plot. Fun but definitively would’ve benefited with more time.
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# ? Feb 5, 2024 04:39 |
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I just finished Pseudoregalia. Cool game, imo. Has a very unique and striking vibe. The game nails the feeling of moving around which is the most important thing for a game like it. The environments are fun to explore. The lack of a map is a very interesting creative choice; on one hand, it let me get really familiar with the different areas and it was fun to build the skill of learning where things were. On the other hand, though, I definitely explored the Underbelly like three times looking for a progression item, and I was not thinking "wow, what a novel source of friction that modern games are too afraid to embrace" the third time I did it. Favorite area was definitely the Empty Bailey. The game really does a good job of having a bunch of areas on a variety of scales; all the cramped rooms make it more impressive when it goes big. Plus it has the best song.
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# ? Feb 5, 2024 05:03 |
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ultrachrist posted:The game definitely feels unfinished. Bugs, half assed sidequests, big empty areas, characters disappearing from the plot. Fun but definitively would’ve benefited with more time. i really like the game but it's funny that the massive scale only seems to have been possible because of ubisoft's massive support studio system, but also that is almost certainly why this game is such a hodgepodge. and the bugs are, well, it's an ubisoft game, they haven't shipped a fully functional day-1 (or month-1) game in a long time if i'm ubi i would have a small team spending however much time between now and when they're allowed to release it on steam polishing it up with bug fixes and maybe a few content improvements (a short free dlc for that one lady, maybe). not sure how many goty 2024 lists this is going to wind up on, but if they can fix it up and get it out on steam, i bet it will be on a lot of 2025 lists! abraham linksys fucked around with this message at 05:16 on Feb 5, 2024 |
# ? Feb 5, 2024 05:13 |
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It’s interesting people didn’t like the boss fights in PoP, they were definitely the strongest part of the game for me, there was one fight that I sorta hated but it’s because I couldn’t figure out when the boss would switch sides on me during a move, but other than that they itched that fast pattern-recognition part of my brain nicely
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# ? Feb 5, 2024 06:04 |
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Replaying Prime + Prime 2, and I have to say; To whoever designed the listing of Creatures/Research/etc in Prime; please tell me your filing system, I can't figure it out To whoever designed the UI/UX for the Start/Options screen (the 3D rotation system) for Prime 2; please tell me how your brain works and why you went with this (games are still cool tho)
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# ? Feb 8, 2024 12:02 |
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Item Getter posted:I've attempted the one little room where you have to dodge different patterns of rotating saw blades moving across the room for what seems like forever Item Getter posted:Also when entering a new room I got a tutorial prompt for an ability that I don't actually have. I must have done a very minor sequence break, felt pretty cool. (The "night temple" on the right side of the upper city, which I guess I was not supposed to be able to enter without the grappling hook-like ability, but I got in without it using the chakram teleport. It gave me a prompt saying press R to pull yourself to enemies with the grappling hook, which I don't have.)
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# ? Feb 8, 2024 15:54 |
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finally getting around to blasphemous 2 and wow, it's fantastic. the first was good but this is even better? it's so open
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# ? Feb 9, 2024 14:46 |
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ultrachrist posted:The game definitely feels unfinished. Bugs, half assed sidequests, big empty areas, characters disappearing from the plot. Fun but definitively would’ve benefited with more time. Yeah, it feels like a middle draft of a paper, where the form is there, and a lot is coming together, but there’s a lot of tightening up that needs to be done and a fair amount of editing. The map is huge. But it also stops feeling cohesive because there’s just sooooo much. Exploration becomes a chore because you don’t know if you’re about to unlock a difficult platforming challenge that gives you a coin as a reward, or if you’re finding a new path. It also means the map doesn’t have a great sense of place. The forest is above the sea? Like, Castlevania castles are not the paradigms of coherent design either, but there’s a better sense of flow. The quests feel awkward. I don’t know why they’re there. You just sort of do them. And then they just sort of drop off. The story is utter nonsense. I cannot understand what my character is doing or why he’s doing it. But the game does a lot well. The controls are mostly really good. You just need to rebind the one power to make jumps better. It does suffer from a common problem in Metroidvanias where some powers really only have a couple of uses, but that’s like the difference between an A+ and an A. The powers are interesting, and there’s a bunch of places that require you to use them in creative ways. The combat is okay. With the exception of boss battles, fights are mostly fair. I hate the healing delay this game has, but that’s common in a lot of modern games. It’s not as bad as Jedi Outcast where you could cancel the healing move really easily.
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# ? Feb 10, 2024 15:34 |
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Cemetry Gator posted:The forest is above the sea? Since the game takes place on a mountain, I think we can assume that the sea is in front of everything else and the forest is higher up on the slope behind it.... as when you are in the sea area you can see the walls of the main city behind you. And explains other oddities like exiting the cave at the bottom of the map to a cliff overlooking the sky. But yeah in terms of geographical cues it's easy to forget that the game is supposed to be set on a mountain at all, outside of the setting of the game being called Mount Qaf in dialogues. Cemetry Gator posted:The quests feel awkward. I don’t know why they’re there. You just sort of do them. And then they just sort of drop off. Feels like a thing they felt you just have to have if you are making a game, much like the hundreds of pointless journal entries and stone tablets lying around everywhere. To name another recent game, sort of like how Pikmin 4 had to introduce a side quest system to the series, but all the quests were just pointless things like "defeat a total of 100 enemies" that you would be doing anyway just by normally playing the game. Cemetry Gator posted:But the game does a lot well. The controls are mostly really good. You just need to rebind the one power to make jumps better. You mean the one where you have to click the right stick mid-air while jumping to switch between purple/blue blocks? That never stops being awkward Yeah I think most people would agree it's largely an excellent game mechanically speaking, but poor in terms of the actual context of where you are and what you are doing.
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# ? Feb 10, 2024 16:09 |
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Item Getter posted:You mean the one where you have to click the right stick mid-air while jumping to switch between purple/blue blocks? That never stops being awkward Move it to the left stick. It is so much better because you don’t have to jump, and then quickly hit the right stick. Whoever made that binding clearly never played it on a real controller.
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# ? Feb 10, 2024 17:21 |
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# ? Jun 6, 2024 14:41 |
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I'm trying out Afterimage. Remember there was talk about it earlier, but is there something one should know when starting out, any hidden mechanics or super useful talents you should gun for immediately?
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# ? Feb 11, 2024 22:03 |