So who’s all still playing the game? Do we think a week will be enough to finish playing and we can start thinking about the next game? If so, Hitman 2016 is 6 chapters long, meaning we could see how it goes with a week dedicated to each level and earning as many challenges as possible. It’s the way the game was originally designed a sit was released episodically and it would take us through to the end of April.
@ralphdibny Cheers! Yeah i would always have a good go on my own before resorting to looking at a guide. The PS5 tip cards are good for this kind of thing, and the ones I've used have struck the right balance of prodding you in the right direction without flat out telling waht to do next.
Life is more fun when you help people succeed, instead of wishing them to fail.
Better to remain silent and be thought a fool than to speak and remove all doubt.
@nessisonett for some reason I've had trouble making time to play concrete genie. I'll definitely get on it and finish it this week though.
Hitman is good for me. I have it installed and I need to tick it off my ps plus games list! Cheers again for doing all the organisation for this group, I think we all appreciate it!
@nessisonett I might struggle this time around, I've just started demon souls, which I'm enjoying so far but have no idea whether I can/will finish. How long do hitman levels typically take to play? I have 2016 from plus and from memory, you can upgrade to 2's visuals from the demo of 2.
@R1spam Hitman levels are open-ended, they can take anywhere from a couple of minutes to an hour depending on how you assassinate your target. The way we’re doing it is trying to encourage multiple playthroughs of the same levels as that’s how the game is designed to be played as well. The challenge system tells you essentially what sort of methods of assassination you should be pursuing but because the game is meant to be played in short bursts, you should be able to get some time in here and there!
@nessisonett I have downloaded and will give it a go. I need something else to play other than demon souls. I love fromsoft games but they properly stress me out too 🙈
A bit late, but I've finished all the Legends levels in Rayman Legends and got the diamond ups for each world. Whoever dreamt up the "8-bit" versions of the musical levels is a madman; I felt genuinely nauseated playing them. Surprisingly I completed the very last one in one attempt.
Now there's just the Origins levels to complete, but as I've seen the credits I'm happy to call this a completion for now. Great game that has mostly been a joy to go through, although the Murfy bits are a little irritating and I've now lost all feeling in the tip of my left thumb. I've also learned that the PS5's d-pad is a bit crap.
Shall start Concrete Genie later this week and hopefully catch ups to you guys and Hitman.
I’m now onto the Waterways for a second time after the combat and traversal mechanics are introduced. They really should have been introduced earlier. Combat’s not exactly great but it’s serviceable. Traversal would be amazing if the momentum propelled you forward a bit more after a jump and you could jump off walls. Still not sold on the game really but it’s become a bit more like a game.
@nessisonett The waterways suck, because, unlike other environments, you still can't really use the gliding/surfing mechanic thanks to the way it's structured. Finding all the things in that place was a right pain.
But, to be honest, sewer levels are for me the way ice levels are for a lot of other people. I'll audibly groan whenever I come to them. They're always the worst part of any game they're in.
Still not sold on the game really but it’s become a bit more like a game.
You mean the game wasn't as enjoyable for you when it was a weird art game where a bunch of creepy sentient drawings continuously demand you stamp specific designs on your environments?
Anyway, yeah, the combat and sliding traversal should have been there from the beginning. Maybe upgrade them as you go along, but the decision to go from pure art game fluff to a sort of simplistic action game was a truly weird one.
@Ralizah The whole game feels like it was made in Dreams. It’s like the opposite of jank, mechanics feel like they lack any sort of impact and your actions have almost zero reaction. The skating is a bit loose and defies gravity in an annoying way, as if you’re flying through the air in Creative mode in Minecraft. The bullet things in combat do about as much damage as the cane in Dr Jekyll and Mr Hyde. And then you have to chase about a ghost and do about 3 or 4 of the tedious paint by numbers exercises before you finally defeat the enemy. Because what’s more encouraging of creativity than a colourful template person telling you to paint exactly what they want you to.
@Kidfried I feel like the whole game should have been a PSVR exclusive but by that point, PSVR wasn’t going to be getting any tangible improvements until the successor. The game would inherently work better if, like you said, the paintings directly interacted with the environment. Literally if they just copied Tilt Brush’s mechanics then it would work so much better. Except PSVR uses controllers that are so outdated and pointless they don’t even have an analog stick. The game should feel like a cross between Epic Mickey and Drawn To Life but ended up a hodgepodge of far too many ideas while not committing enough to any of them. They should have made it an art game or made it a game game, not a non-committal shrug.
Although my experience was different and some of those issues didn’t bother me as much, I can see the criticism that Concrete Genie needed to pick a lane and stick with it a little better. But in its defense I think they had to straddle a line whereby it kept it focused enough for approachability but unique enough to keep from being derivative. I do like the ideas about expanded powers and the art creations being more interactive with the environment. As someone who isn’t particularly gifted artistically and who enjoys paint by numbers and adult coloring books (adult as in the more complex ones, not the pornographic connotation of “adult” 😂) as a relaxing ground level activity to create something nice without much talent required, I appreciated the accessibility. The other end of the creative spectrum — Dreams — was just too much freedom for a person like me to feel any enjoyment with creation since there was simply too much. It would be nice to see if a developer could come up with something half way. Maybe even with “difficulty” sliders depending on how much creative guidance a person desires. I’m not sure if such an approach is possible, but one of the reasons (besides the complete lack of marketing) that the game struggled probably has to do with the ambivalence with what the game really was.
“We cannot solve our problems with the same thinking we used when we created them.”
Though I haven't been taking part in game club for Concrete Genie (I won't be taking part in Hitman either) it's been really rather interesting reading up on the wide range of opinions for it.
It seems to have been the most divisive title we've had for the Game Club so far and brought up some rather interesting discussion!
Previously known as Foxy-Goddess-Scotchy
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"You don't have to save the world to find meaning in life. Sometimes all you need is something simple, like someone to take care of"
The most disappointing part of the game is the inability to draw massive phallic shapes all over the town. Absolutely ridiculous. Sturgeon must condemn.
@nessisonett I've still yet to beat my booby clouds and willy tress in Tearaway Unfolded. I think the community in Dreams breathe a sigh of relief that I've no interest in the game. 😂
Life is more fun when you help people succeed, instead of wishing them to fail.
Better to remain silent and be thought a fool than to speak and remove all doubt.
I finished Concrete Genie! It felt like a Dreams created semi-artistic fusion of Infamous and Jet Set Radio. I like what Pixel Opus is aiming for and can look past the story and mechanic shortcomings. It would be great if the painting was less ‘matching templates’ and more interactive with the environment, like puzzle solving, etc. It would also be really cool if they could incorporate a mechanic like google quick draw to create a middle ground between pasting templates and free form painting.
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